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Mr Cat Games

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A member registered Apr 25, 2023 · View creator page →

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An interesting and novel game. It has a tight gameplay loop that you can repeat across levels. 

I found the environment maybe a touch too big. It took a second or two too long to walk from the plug to the sockets, but that's only a minor issue. The creatures often came out of the portal a bit later than I expected, meaning I'd already moved on to dealing with another passenger when I noticed a different part of the station under attack.

I liked the artstyle, though at one point when trying to read a ticket it clipped through the player as I was standing too close to them.

Good work.

An interesting collection of minigames. The dream worlds were definitely strange.

The sounds were good but some atmospheric background music would have really added to the game.

I don't think the overworld added much to the game in terms of enjoyment, but probably took you some time to develop. If you had just had a UI menu to choose the games/levels you would have had more time to put into each game or been able to make more levels, or more cutscenes into the nice theme idea.

An interesting endless runner. The world was a strange place, with an interesting background.

An interesting twist on the theme! In fairness to the customers, I don't think there's a place on your person isn't a strange place to hide "funny smelling plant"!

I enjoyed the music and the animations of the characters. I love that once you search them they go inside to dance. Near the end of the game I just started letting people in to see how full I could get it, but I was disappointed that they did replace each other after it got somewhat full.

I liked exploring the environment, but the gameplay didn't really give me a reason to move from the front door or to the boss. There was a slight bug when I got up on the stage and couldn't come down to floor level again, but I eventually floated down.

It was confusing about whether you needed to search the back and front of the characters, or just the front was fine. I thought the 'hat' or head area (with the hand cursor not the finger) was only accessible from the back, but found it on the front part way through as well.

I let the boss's patience run out to see what the game over was like or if it had kept score, but nothing seemed to happen when the bar ran out. It also took a very long time, so if I'd been keeping up trying to search people I don't know if I'd ever have lost. I think it would benefit from some sort of queue mechanic where you weren't allowed to have people queue up for too long outside.

Overall a well put together 3D game for a week.

Hide & Seek in Egnart's Place is certainly a twist on the theme. Both the town is strange and where people are hiding is even stranger!

https://itch.io/jam/brackeys-15/rate/4307987

I gave up on the checkout conveyor level. I managed the foot (I didn't know how long I'd have to be attacking it for!) and was swamped by the mice, so I replayed the foot and p-mashed (with some movement, as you say) and p-mashed the mice (I didn't realise you could jump on their heads either).

Nice game, very similar in theme to ours! We actually considered doing something like this before our final idea so it was nice to try your interpretation.

I got a high score of 145 points or 46 seconds.

Haha, I know that feeling. Developing my game's systems took about a day, then making the intro cutscene took about a day! Definitely something to plan in for the future.

Interesting idea, very strange! I found it quite hard and the gameplay was simple and a bit repetitive. There was not reason not to mash P as fast as you could all of the time. The foot was quite hard to hit when it was in its stompiest phase and I was overrun by mice at one point where I couldn't get off Uncle's belly (5/5 strange moment).

If the graphics of the pool world are different to that of Fletch's home world, why are the enemies in the pool world in the same graphic style? ;)
I like that idea, but you would have to follow it through to make it obvious to me!

This is a great game. Sort of like a 3D clicker, where you harvest resources in a semi-idle manner. I wasn't expecting the rebirth mechanic to appear, but that made me replay it multiple times and the draw of the best ending made me keep playing.

This is a really well polished game, and the audio, visuals and UI are all top tier, with a simple but engaging mechanic which means you don't get bored after the first run, and and end goal for you to aim for.

Great work putting this together in a week.

It's ambitious to try and make an RPG in a week, so good effort! It was engaging enough for me to get to the final boss.

The visuals were a bit inconsistent (pixel characters, but a drawn environment) and I didn't really get why they were at the pool.

I managed to have a long string of rests after the first few battles to train up, I'm not sure if that was by design or randomised. All of the battles seemed pretty straight forward until the final boss that I lost to, and then the game didn't have a Game Over screen so the only option was to completely restart.

I liked the ctrl to show more info button, but I never learned what the orange shield meant the whole game!

I liked the theme and the idea. It does give the impression of those shapes when you close your eyes at night, which are strange. Plus some plot was layered over the top, so that was great.

The visuals are apt and that they are generated in code is impressive.

What brought it down for me was the audio. Although the sound was alright and fit the theme while the game was going on, playing a single tone at high volume in my ear while I tried to read the dialogue wasn't something I could push through.

Well done for creating it all yourself in a week!

A nice short game that worked well. I managed to get all but 4 balloons on my run.

The art style wasn't to my taste, and felt a bit mismatched with the odd character and the realistic background. The real world isn't that strange of a place either! Though maybe it is for your character?

A simple game where you design the environment for your Goobers.

The visuals and sound were very nice and the game was very polished with no bugs (just Goobers!). However after catching three of them the gameplay was quite repetitive and I didn't feel the need to keep going to get all of them.

A very well made game.

Great game! It was really enjoyable and very novel racing game.

I liked the length of the levels and that there were six of them. The ghost added when you retry was a great addition. I loved the heartbeat mechanic that sped you up at regular intervals, which meant you couldn't just grind against the edges the whole time and had to point in the correct direction.

The plaque was a nice touch but due to the speed you were traveling at was somewhat random if you hit it or not, unless you had memorised the tracks.

The sound and visuals were very good too.

This was really fun, I could definitely play more of it.

Great work creating all of this in a week. The environment is fantastic, though there was an odd effect when the idol went behind an object it made a chequed pattern (maybe this was deliberate?).

I'm not generally a fan of platformers, particularly ragey ones like this, but this was well put together and enjoyable. The one issue I found was that when the idol stood up and I pushed W to make it roll forward again it would go in a bit of a random direction, sometimes backwards from the direction I'd just been going, and then fall off a platform.

Overall a great start. You could definitely flesh this out to a full game.

A simple clicker with fun visuals and appropraitely weird sounds.

The gameplay is as simple as it comes, you don't even need to click on the plaice for it to register! I got the idea after the first page of fish, I didn't need to go through all 13.

Good polish and well made for the simple concept.

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This game was great. I loved the visuals and the polish was complete. I liked the alien UI that changed to English when hovered. The simple gameplay loop of feed creatures their favourite food, capture a new creature, start a new day was very well executed.

I played it for a while, but as it had no end goal the latter part dragged on a bit. I got the first two zoo upgrades quite quickly and then after that there didn't seem to be an end goal apart from to keep collecting. I was getting more than enough money each day to feed the zoo creatures.

The sound was great too, but after playing for a while the looped music was a bit too repetitive.

I loved the minigame to capture the creatures, it was executed really well. I also loved the cute names you randomly generated for them.

There were a couple of bugs throughout. I came across the one mentioned where my creatures kept turning into each other, which was a bit confusing. I also got confused at the start about how many times you were allowed to feed them. I think if they are at 100 welfare you can't feed them any more, but if they are at 90 you can give them their favourite food to get them to 110. I was gaming this by giving them less favoured food to get them to 90 then boosting them up to 110.

Great game overall. If it had a longer game play loop it would be sellable!

I liked the visuals of this game. Confining it to a small area means you could really focus on what was in the one or two screens.

I was confused about what would trigger the next day to happen. I couldn't see the changes in the scene and didn't want to randomly guess and lose, but then it timed out and I lost anyway. I  also didn't know if it would move on even if I had found all the things to find, and how many there were to find each day.

That aside, the visuals and sound were great and really fitted the environment. It was also definitely strange and getting stranger!

I didn't like the font, but that's a minor point. Overall good work.

An interesting game, definitely strange!

I love the concept and the brief storyline, but I didn't really get the game play for a bit at the start. Once I realised it was point and click I got into it, but finding where to click was a bit of a challenge. The Pirate one was quite confusing and the hit boxes for clicking were unclear. I don't know if that was the intention or not!

The art style wasn't for me to be honest, and more levels would be nice. I also managed to click on the orb behind the Godot and not the Godot itself so got a confusing message about coming back later.

Good effort at a strange place.

Thank you for the detailed review, we really appreciate it!

We were bug fixing with the entrance to the town hall (I like people's different names for it, we forgot to say what it was in game!) right up until the end of the jam, but it sounds like it's still unreliable. Highlight around searchable and interactable items is something we would do in future.

Animation is also something we didn't get around to, but would do in future. We tried a simple version but it didn't work very well so we thought unanimated was best.

And yes, we thought asking for times was a good way to encourage engagement. And it saves us coding complicated analytics to see how long people are taking!

It's the game with the best polish I've played so far in this jam, so good choice!

The hacky way is often the best way! I once had to make a big black square with a tiny transparent hole, and then scale it up 100x the size of my canvas to make a circle fade in and out between scenes.

A bizarre game, I liked it! Definitely strange.

I found the camera control a bit odd, directly following the player. I didn't realise I was even moving at the start until I saw the plant moving towards me.

It was hard to complete, but I enjoyed it and played it to the end. It was nice to have some story and an ending.

Brr, it's cold in there!

Great work. The visuals are simple and effective and everything is 100% polished.

I love the strangeness of switching between dimensions. Did that alter the control of the vehicle? It felt like it did either way! I also loved the delivery mechanic once I got the hang of it.

This could be developed into a full game. The only thing missing for me is any progression. You earn money and there is a timer, but that doesn't seem to mean anything. I didn't get the sense that doing it slowly would be bad, while doing it quickly would mean crashing and taking damage. I also couldn't scroll down the list of previous days even though it had a scroll bar (that could be user error though).

Amazing work, one of the best games I've played so far this jam.

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The visuals of this game were beautiful and the story was heartfelt. I also like the little puzzles throughout. There were a areas that need polishing though.

The UI seemed inconsistent. The "Return to Courtyard" button is how all the buttons should look. Instead, the main dialogue UI is in a more generic font and has a generic Next button. It also scrolled too slowly for me, and then clicking next made the text disappear.

When I reentered the courtyard everything refreshed, meaning I had a lot of bougainvillea flowers in my inventory by the end of the game, and I spoke to Mamu a few times on the same subject. Holding the rag under the tap made the interaction happen many times and repeat the wet rag text.

You can only move in four directions, but the staircase is diagonal so you have to do a lot of WAWAWAW tapping to get up the stairs. However, the animations on the character are nice. There was also no constraint on the bottom of the game area in the courtyard, so I wandered downwards for about 5 seconds off camera and had to walk back up for five seconds to get back on the screen.

When you stand up in the balcony the character is in front of the balustrade. It needs to be on a separate sorting layer that sits in front of the character so that they appear behind and not on top of it.

It also wasn't very strange until the last 30 seconds, and then faded to black rather than restarting or exiting the game which was a bit confusing.

It was only a short game, but I can see that it has potential. Good work!

A solid game. I like the randomised enemies and their features and that you get to choose their path. I also like the randomised upgrades.

The visuals are pretty good for 3D models with decent animations.

The sound is a bit repetitive when every attack sounds the same.

When I load up the game there is a console at the bottom showing debug information, I'm not sure if that's a feature of the engine you've chosen or you've left it on debug mode.

I would have stayed more engaged if there was some progression. After a few fights I had good armour and a good weapon, so I didn't need many more of the upgrades. The enemies also stayed about the same difficulty and there was no objective, just more fights. If they had got harder and ended with a boss that would have made it great.

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This was a fun game. It was definitely strange. I managed to beat the last level after a number of tries and some thinking about strategy.

The background music is from Crusader Kings, so choosing more original music from an open source would be better. I think with some tweaks to the camera angle, or a better skybox, the visuals could be better. I found it hard in the last level to see what was going on at the far end. I liked the concept of the power ups but they didn't seem to come into play much during the game. The text scrolled a little too slowly for me as well, but you could skip the scrolling and display it all so that was ok.

Otherwise it was a fun and engaging game and I liked playing it though. The ending cutscene and plot was an unexpected surprise. Well done!

:D We love the horse too, which is why he makes it into the promo image.

The thought bubble triggers with a sound the first time you search an interactable, but you are right that search feedback every time would be good.

If we had a longer we would add a hint system if you spoke to the Mayor.

This was an interesting concept of a game. I liked the different scenarios and the choices you presented, and it was certainly a strange place. It's a shame there was only one level and some of the choices given in each level were repeated, so if you picked the correct one then you knew what to do when you hit it again.

I'm not sure the 3D exploration format was the best for this game. There was some good environment on the planet but with no animation moving from square to square felt clipped. The writing and theming was the core of the game so a 2D or point and click style may have suited better.

This was great! I loved the movement of the crow and the sound effects, and the ability to sprint quickly. It really gave the feel of being a bird in a supermarket (certainly a strange place!). I also loved the cutscenes in the nest, and the intro with the days ticking up that was then included in the dialogue was neat.

The spill/sponge mechanic is a good one, but could definitely do with more explaining (I wouldn't have got it without reading your hint in the game page). Once I understood it I went for the sponge every time in case there was a spill. I also liked the different mazes. It made a small world feel bigger.

Great work, particularly for a first game jam.

A fun little forwards platformer. I had some performance issues on web as you warned about. I think it could do with some tuning, eg I don't think the jump was quite big enough to jump over the instant death spinners so I died on them a lot. I slipped off the up and down blocks a few times as well, as they were a bit hard to see from the camera angle. The visuals were nice, I liked the 3D environment, and the sound was good too. 

Like others I didn't really know how the controls worked. I didn't know what controls I needed to push to read the sign at the start that tells you the controls!

I also didn't know you had to push space to move through the cutscene, so I spent a while listening to snoring and waiting for the game to start.

Great effort at an RTS! I found it quite hard to start but the added bonuses when you complete a round are a great idea. Unfortunately I had significant performance issues after the fourth box was revealed and the fame rate really slowed down to make it unplayable, so I didn't progress further

Seeing what was going on with the small characters and trees was quite hard, and they have a tendency to stand on top of each other when told to go to a location so you can't see how many you have.

The tutorial was really good and well explained. The sound effect of Boxxy talking was quite annoying though, it could be a little quieter and that would help. When I built my barracks I didn't know what size it would be, and I ended up putting it right over my castle!

The UI boxes for the buildings were a bit off. With the background being translucent you could see what was going on in the main screen behind but not click it, and I think that made it hard to know if you had clicked the soldier. There was also a sound effect to say you didn't have enough money, but not one to say you had successfully build a solider. In the tutorial I accidentally built six because I didn't realise I'd clicked it. I think some fonts had not been implemented in the UI box titles too.


Overall great work, with some polish this could be a really good game!

Good game, I enjoyed the music and the visuals. The world building was great but it was too short with only one level, I'd have liked to play more.

I also completely forgot you could attack, and just managed to dodge around the pandas! The controls felt a bit off too, only being able to move in four directions and some of them overriding others (left right overriding up down).

Nice simple game with a twist. I spent too long playing tic tac toe before realising the way to win wasn't by playing the game! It reminds me of the old flash game The Impossible Quiz.

There are only really two puzzle to figure out, in how to beat each game. Once you've done that it's quite quick, so I'd like to see there be more games.

I think that's a feature of your browser or Itch.io. All Unity games seem to have it (mine too, and I didn't put it there!). If anyone knows how to override it then let me know.

Great game! The world switching is implemented really well.

I found it hard to tell that the boulders were something you could jump on, so I got stuck in the deep hole with the moving platforms for a while not realising you were meant to jump onto it (or world switch to the top of it). 

I'm not a fan of platformers so almost gave up right before the end on the hard jumps (I didn't figure out you had to world switch between each one, I thought you had to use the box to jump up and world switch while colliding with a platform).

One more polish tip, during the credits you can still run around underneath the credit screen (I could hear the world switch when pushing Q and see some flickering behind the black box). You should turn off the character controller or set game speed to zero to pause the game.

Overall great work!