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catgirl autism

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A member registered Oct 22, 2022 · View creator page →

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very cool, i had fun exploring! sadly i couldn’t complete the platforming course because of the framerate dropping, and at one point when i jumped onto the first smaller platform i fell through it, then through the ground, and just kept falling. it seems the ground is a plane, so maybe clamping the y position could work as fallback for when collisions don’t work?

i ran this on linux through wine btw. there were some problems at first with getting the window to grab the mouse but other than that (and maybe the lag if that’s why it occured) it worked well

i like the controls and the way it uses color to visualize ana/kata-wards distance. probably my favorite 4d controls ive encountered so far

will the full game be sold here as well? i’d rather not have to open steam (or another launcher) in order to play it

meow meowmeowmeow meow meow meow!

iirc this uses default twine settings :P

it’s cool to see there are still people checking this thing out,, i barely remember anything about it by now tbh

really cool concept!!

neat, thanks!

i’m not sure if this counts as a bug or not. it could be that this is just how the exterior roomtype works. but i figured it’s worth sharing incase it is unintended.

image.png

i decided to download the source code and mess around. here’s something i found.

the changes active while i discovered this are, in git diff format:

diff --git a/src/create-map.ts b/src/create-map.ts
index 2a5573b..2f9caf6 100644
--- a/src/create-map.ts
+++ b/src/create-map.ts
@@ -145,6 +145,10 @@ function createGameMapRoughPlans(numMaps: number, totalLoot: number, rng: RNG, f
             levelTypeManor = (rng.random() < 0.5) ? LevelType.Manor : LevelType.ManorRed;
         }
 
+	if (level > 0) {
+		levelType = LevelType.Fortress;
+	}
+
         const [numRoomsX, numRoomsY] = makeLevelSize(level, levelType, levelRNG);
 
         gameMapRoughPlans.push({
@@ -1377,7 +1381,8 @@ function createRooms(
         gridY: -1,
     });
 
-    const roomTypeCourtyard = (levelType === LevelType.Mansion || levelType === LevelType.Warrens) ? RoomType.Exterior : RoomType.PublicCourtyard;
+    // const roomTypeCourtyard = (levelType === LevelType.Mansion || levelType === LevelType.Warrens) ? RoomType.Exterior : RoomType.PublicCourtyard;
+    const roomTypeCourtyard = RoomType.Exterior;
 
     for (let rx = 0; rx < roomsX; ++rx) {
         for (let ry = 0; ry < roomsY; ++ry) {

i thought i noticed some changes to generation! guess it was the “second, smaller fortress” thing (same style as final level, but around mid-game) i also noticed that in one case a guard was sitting inside the locked treasure room, that was a fun little surprise (they showed through the wall when i got close, like usual)

this game’s got a really good core and i’m glad to hear you’ve still got more stuff planned!

and thanks for the gendering fix :3

oh, i completely forgot there are voice lines since i’ve turned them off. thanks in advance for looking into it.

also, could you remove or tweak the guard dialogs that refer to the player character as “he”? it’s the one thing i actually dislike about playing this game, being called that. (i like the rest of it quite a lot, as you could probably guess from my previous comments :D)

i think the only dialog that does this currently is the “he got away” one.

it could maybe get you stuck if there’s a bunch of guards in a tight spot? but idk for sure if it would, or how that would occur to begin with

i think a guard saw a downed guard, and went on top of another downed guard to reach the first one. and then i knocked them out while they were on top.

image.png

somehow got two guards stacked in the same spot, when i tried pushing them one moved while the other remained, now i’m stacked on top of the remaining one.

image.png

i finally got all of the achievements :D

🐱

just figured it out fully, the way this works is fun! nice little puzzle minigame

ooh, i see :o thanks!

how do i get the treasures that are covered by cages? at first i assumed reading the pages with seemingly-passwords would let me unlock them but that doesn’t seem to do anything.

great game btw, i’ve been playing it lots recently. and this is the first time i encounter an error

image.png

i’m almost about to finally complete the full ghost achievement, but on the last level encountered a room that seems impossible to get into?

yay ^w^

yup :) [more spoilers below]


after splitting the player character in half you can get split of the halves along the other direction to make it quarter-sized. then you can get the other player piece to be in the starting room pushing out the block, while the quarter-sized piece is waiting inside the upper-right corner of the triangle. then you can move the block up.

if you also used the moving block earlier to slice the quarter-sized piece diagonally, you can then use that to move the block out into the center area.

(2 edits)

[spoiler warning]


brought the starting block out to try doing something with that before i realized it’s possible to get the “L” free. brilliant game.

free dogs 🥺

i don’t think the itch.io website provides a way of downloading html5 games. the desktop client does, from what i recall; open this page in there, click download, then the game should be in the directory where the client keeps games (which is configurable).

it would also be nice to disable the thing where every item cycles through its possible variants, it makes it hard for me to parse what’s going on when everything’s constantly changing

this seems cool :o one thing i’m noticing is that the list to the side doesn’t have a scroll bar! arrow keys work but move the camera too, tab works as expected, but it’d still be nice to have a scroll bar just like with the horizontal list

cool, thanks!

yeah, that. i was suggesting mentioning it since probably adding that to the description is quicker than adding a button, so people who play in the meantime before 1.3 could make use of it.

got to like round 250 or something in the experimental version, then the game crashed with this error:

also, for anyone else who might want this: the dev mentioned in a comment further below that pressing K does this, i just tested it out and it works both here and in the experimental version. also to the dev i suggest you mention this in the description.

i haven’t tried that out. my guess is that it would be pretty easy on the hands/wrists. there’s still the need to keep the finger pressed down, but that’s the case with a mouse as well, and regardless i don’t feel like it’d be too inconvenient. gonna test that upgrade the next time i get it.

sure!

spinning coins when you’ve got a lot of them and don’t have the upgrade that let’s them spin automatically. it requires repeatedly moving the cursor and then clicking; would probably be easier on the hands and wrists if it just required moving, or even just clicking (although just moving would be better).

selling coins used to be similarly uncomfortable. it’s now a non-issue due to the new feature where you can immediately buy the next upgrade as long as you have enough coins; i suggest mentioning this feature in the game description (i only learned it after playing a few games and getting told about it in a game over or win screen).

it’s kind of uncomfortable to play this with a trackpad. dunno how much that can be helped but figured i’d make sure the dev knows about it.

fun game. i’d like if it was possible to keep playing on the same run indefinitely after the last level, instead of having to start a new run. (i wanna try getting as many upgrades as possible.)

is full-grown tree the end of the game?

couldn't see the basement power panel without increasing my screen brightness, rest of the game worked fine & was fun though

😳