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VividEnigma

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A member registered Nov 02, 2025 · View creator page →

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I'm not the biggest fan of horror game and jump scares so I never played five nights and freddys. Your game does seem to do a good job with the premise from what I understand for the most part. Cameras and mask worked well but it was awkward to have them pull up on hover instead of click or a button press. I got stuck in the maintenance panel once or twice and don't remember how I got out. Voice over guy seemed to do an alright job describing what to do, some things were still a little unclear but might have been explained on later nights. Finally audio probably does need to be adjusted, louder voice over/quieter SFX or have an option to adjust them. Overall I do think this was a pretty solid game, I felt tense and uneasy while playing, good for a scary game. 

Thank you so much for your feedback, glad you enjoyed it!

I will check it out!

I'm glad you enjoyed playing and thank you for your feedback. I will take all of this into consideration in the next update. 

Thank you for all of your feedback. I'll look into changing what I can in coming updates, I appreciate your time. 

Not sure how to play, I was trying to figure it out but nothing I was doing seemed to work. From reading the comments it seems like reading the manual is important to understanding how the game works. A good amount of people are not going to go through that effort to figure a game out, an in game tutorial is pretty important for a game like this. 

Gameplay felt alright and graphics are decent. I was able to get to the key on the first level after many tries but gave up after failing after that. That first level might need to be shortened or have checkpoints. Also "Coyote Time" for the jump would help a lot with playability, I often barely stepped off the edge and fell to my death. Movement did feel pretty good if a little stiff and platforming was decent. Good start on this project, I liked it. 

I'll have to check that out on the next playthrough, thank you for explaining.

Sounds good, I will look into adjusting the tutorial

Fun mechanic for a platformer! The freeze mechanic was done well but it is hard to tell how long it will last. I also didn't realize until later in the game that you can run while freezing. Puzzles were challenging but possible once you understand the freeze mechanics. Overall game ran well and you have a good base to build on, good job. 

This is a fun idea for a game! I like some of the puzzles and the switching mode mechanic. Visually it is sometimes unclear which bricks are moveable, dangerous or safe. I feel like more clarity visually would make it easier to navigate. Also the whole screen moving on each movement is sometimes a little jarring, smoother camera movement would improve the feel of the game. Overall I did enjoy our game, good job!

Nope, they are no key inputs as of right now. After adopting a cat and clicking it a few times it will level up and then a customer will come into the cafe. Once customers are in the cafe you start earning money. Not sure if it was a bug on mobile or if the tutorial wasn't clear. 

I'm pretty sure I did and then it mentioned something about charging the gate. Or was I supposed to press F to charge the gate?

I'm really glad you enjoyed the update! In the next update for sure the bugs with cat toys not having a max level and cats getting stuck on tables/counters will be fixed. I will also work on the cafe stats and upgrade levels not lining up. I'll also look at either changing the hitbox or addressing the customer icons being more clickable. 

The automation upgrades still need to be balanced. I do think when more cafes are added it will be important to allow cafes to have automation so that focus can be switched to the new cafe. There are also plans to have upgrades that will be more focused on interacting/bonding with the cats outside of the clicking timer. 

I appreciate all of your feeback and I will look at implementing these changes in coming updates. 

I will test and work on the aspect ratio for mobile, thank you for checking it out. 

Also had this start running when game started, happened both times I opened the game. 

Shooting felt satisfying from a SFX and animation standpoint. Game is really easy, it is possible to sit in the middle and spin/shoot. Also wasn't sure what the upgrades did, they changed the ships color and started a timer but I wasn't sure what they did. Other than that game ran okay, simple concept but worked well. 

Combat feels fun and ship movement options are great. I got swarmed right away and pretty quickly was getting chased by 4-5 ships. Could be more welcoming to slowly ramp up the combat as you progress in the game. Got to the gate and it asked me to charge the gate, I'm not sure what to do there but quickly got taken out. A little more onboarding and explanation of in game features would help a lot. Still always have fun flying around, good job. 

Thank you for the feedback, I will look into the hitboxes and speed of unlocking automation.

Had a lot of fun with this game! Movement felt alright and level design seemed pretty good. Explored a couple different routes and liked what I saw. The game reminds me a lot of early Zelda, which is a good thing. I think having an inventory to store or at least not be able to pickup food would be fun. Could also maybe have coins you could collect to buy objects from a store if you had an inventory. Finally a story or some dialogue would also add a lot of character to this game. Still really like what is here and enjoyed playing, good job. 

I think this is a really cool concept and game worked smoothly on Windows. I've never played a game like this before so it was not intuitive to me what I was supposed to be doing, what buildings  did what, what was the goal of building recruiting, ect. Eventually I did figure it out but a tutorial explaining the systems would honestly be really helpful. I could easily see characters discussing the world and what needs to be changed as a way give this information in story form. I see lots of potential for this to be a really good story and great game, liked it overall, good job. 

Thank you so much, glad you enjoyed it

Thank you so much for your feedback! I'm thinking that upgrades need to be more clear on the in game effects, I do explain in the upgrade info the effect but it is buried with the other info. I will look into tweaking some things and adjusting them.

Thank you for your feedback, I'm still tweaking things so I will look into adjusting the automation.

sounds good, thank you for your feedback again

I didn't try that one out, I will watch out for it when testing later

Really great update! I like the quality of life features you added, it makes the game feel much more cinematic and engaging. Having all of the practice and training modes/features is really a great touch. Really like the confirmation boxes now to avoid accidently skipping a turn or leaving upgrade screen before I was ready. Great job overall, you made a lot of progress!

Your game is coming along really well! I played pretty far into the game this time, getting past the first enemy camp where you had to fight the armored opponent. Having the AP at the top of the screen helped a lot, helped me realize that it was a big part of gameplay. The lite mode is also a really nice touch. 

I feel like a very basic tutorial explaining abilities, ap, damage types, ect would help a lot. You have a lot of interesting mechanics and it would help players to understand the different ways to play. 

Overall great progress, game is improving a lot, great job!

Thank you so much for your feedback! I like a lot of your suggestions and will look into adding them. Adding the automation was also a big part of making it officially an idle game. Do you feel like that upgrade (or any of the upgrades) unlock to late or in an awkward spot? Does the game have good pacing?

Thank you for playing

Thank you for your feedback, I am planning on adding automation in the future, appreciate you playing

I was playing on the web version and shooting the targets seems to have no effect. Shot upgrade targets and targets on wall. I was able to shoot the gold one and it showed the black screen which I'm assuming would have been the video. Controls did feel smooth and visuals looked decent. 

Game ran well and didn't have any major bugs. Hitboxes did feel a bit unforgiving but nothing game breaking. Fun fruit ninja clone, well done. 

Hey! I have a cat game too. I could see this being a really fun game for kids. Visuals look good and sfx and music are solid. Controls felt a little stiff and rigid. Music also cut out after a minute in the level. Still had fun and everything ran well. Good job on the prototype. 

I'll look into adjusting the tutorial to make easier to get into, thank you for playing!

Mechanics are super fun, fast paced and intense. Really like the visuals and audio, gameplay was simple but had a good amount of challenge through level design and light mechanics. Really impressed, great job. 

Simple little game, not a bad concept. Monster kept getting caught on corners and it was hard to tell what was a path and what wasn't visually at first. Still liked it, good job. 

Had so much fun with this game. Has many similarities to vampire survivors but also some cool new stuff such as having each character added to your team over time and the candle mechanic. Some audio would really enhance this experience, also a few animations and weapons feel unpredictable/seem a bit off. I can't really complain, probably played for over an hour, really good job, solid game here. 

I like the idea, it is really creative. I ran into some bugs like getting crushed into the ground/walls, camera getting stuck ect. Also it is really hard to strategize and solve puzzles with the speed of the blocks and the camera system. It is still a lot of fun and rewarding to work through the puzzles I did. 

Thank you so much for playing!