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Vshroom

30
Posts
5
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A member registered Dec 25, 2024 · View creator page →

Creator of

Recent community posts

:O! THAT ENDING! I took it as Morgan passed and it made me feel so many different things. 

I kept moving the slider bars but I'm not sure if it did anything? I resonated with the player being so easily distracted. I stayed single the whole time and didn't buy anything. It's like real life

43! Pretty good! I'm happy you were able to figure out the mechanics even if it took a bit! Thank you for playing! I have a list of all the things I want to fix up!

The art looks so nice and cohesive! I think it was the PERFECT medium for the story! I felt the dialogue was very real and the characters well made and engaging. It spurred up memories of mine that I forgot I had. The bouncy fishing game was harder than most other similar fishing games I've played! I feel like if the player was able to decide when to stop fishing and having that affect the story would be a nice touch for maybe a future implementation!

HALF A DAY!  I'm so happy you were able to enjoy it!!

I'm taking notes on all the QOL stuff! Great suggestion on highlighting cats! I definitely have some cleaning up to do for the cat queuing system. Hopefully I can get it to a more polished state with more buildings and hazards! The goal is to make enough balanced addons so that every playthrough can have very different builds but all of them being viable as long as they're planned out well.


Thank you so much for playing!!

I struggled so much with the hunger symbol! I had 3 different types and went with that one. Originally wanted a whole character sheet per cat to show each cat's stats, but that quickly got shoved into the "out of scope" box. 

The resources/upgrades seems to be the most confusing hurdle to learn OOF 

Essentially,

Placing each resource (pond/tree/mine) takes 2+ days to grow before they can be used. If a resource is placed on top of an existing resource of the same type, it will upgrade that resource after 3+ days or so - which is where collecting Spirits from ascending cats can really speed things up with Fast Forward.

 The upgrades are kind of funky. Some upgrades allow 5 cats to gather on the resource instead of the base 3. Other upgrades changes the material that's gathered.

THANK YOU FOR PLAYING AND THE FEEDBACK COMMENTS! It really helps me know the spots that need refinement!

THANK YOU FOR PLAYING AND APPRECIATING THE VIBES! 

The game could definitely use more polish! There's a very subtle tint to the Growth phase resources that's supposed to signal they're not complete and ready to gather yet when they're first placed down. I imagine you kept trying to gather right after placing a tree down and then repeated that which made you think no trees worked even though the previous trees most likely were gatherable. 

A tutorial would've done wonders for the UX. I really should have tried to squeeze in more obvious signs about resources being in construction. I've caught myself gathering to "incomplete resources" on multiple play throughs because the tint's too subtle to recognize and I forget which one I last started growing. 

This was a fun one! I agree with the others about the pacing being a little slow and I also never really understood how the flow state worked but made it to the end!

I discovered about halfway through that if i keep spamming dash while moving rapidly, I could infinite dash which definitely made things more exciting and quicker to run through! Pretty solid overall, great job!

THANK YOU! I hear you! It seems the learning curve is a shared pain point for most people. I have learned from you and your game to focus more on polish next time! 

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This game is Beautiful! I really enjoyed the ability to flip the ship and seeing all the small fishes and the God Ray effects under water! 

What I really really enjoyed was how the player determines how sweaty they want to play! Halfway through I decided to spend all my money and was stressing for a bit haha! Great Game Design! 

I can see this evolving into a lot of things! Enemy ships! Cannons! Ports to trade for special items or hire special henchman! The polish on the final game is insane! Overall amazing job!

THANK YOU V MUCH FOR PLAYING AND THE KIND WORDS! It makes me SO HAPPY that you were able to recognize and appreciate some of the more subtle layers of the game! 

There was so much more I wanted to do but didn't have enough time to get to them. Definitely hear you on the pain points.  

I initially made it so that the Cats automatically "ascended" after being alive for 9 days with the bar on their left "full" to represent them passing from old age but I felt it might've been too unintuitive and sad to see a cat leave the island that way! I debated in the last hour before the deadline to introduce a "cozy mode" but didn't have confidence in myself to not break anything while implementing it LOL.  

The art style is really cool! I laughed out loud at the slower trickling shower water HAHA please keep it. I had negative money and was late to work right after coming out of work which was funny too :] It reminded me of the game Stick RPG from way back! I think it can be really great! 

I had a little bit of trouble figuring out how to ship things at first but I see the vision! I'm sure there are a lot of cool ideas cooking underneath for this game! The art style is V cute! 
I ran out of parts and I wasn't sure how to get them back. My unsolicited desire: I wanted to smash the table and have all the parts fly up from the bins and then just swipe with my mouse to "collect" as much as I could before they all fall back and then have them sprawled out so I can easily pick and choose what I want! Maybe that doesn't fit the vibes though 

Really cool game! The sound effects do a lot! It was really fun discovering things! I got ahead of myself and clicked freeplay halfway through and got overwhelmed when I had all these choices to choose from haha. I really enjoyed how the hints were made and how things were removed if they weren't needed.  It never felt like I was ever really stuck since I kept discovering new combinations.

I did end up brute forcing and spamming things together for fun! Then my hands got tired from swiping right and left haha

Really well done overall!

It felt very therapeutic! My first play-through I only had 3 cats for some reason. When i restarted, I was able to place 5! I noticed if I just keep spamming [TAB] I could search for a project with longer times to work 

I can see this game going in a lot of different directions and becoming super satisfying when you get a really good system going!

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 THANK YOU FOR PLAYING! I'm happy it was fun fellow CatJammer! The world is definitely not kind on first play so I feel the 2nd or 3rd attempt gets better! I find spamming Wood Gathers to make Shelters at the start really helps the later gameplay since you can fast forward growth by ascending the cats that have been there for more days. It also lets your cats get stronger faster since every new cat gets ++Wood/Mineral gathers!

Thanks for playing! Your turret problems are my fault 

The turret requires Hard Wood! Which means a Tree needs to be upgraded twice before it starts to show up in the game. I tried cutting corners and just changing the colors for "Hard Wood" vs. "Wood" but "Hard Wood" looks too similar

I will place more priority in visuals next time around. Thanks so much for the kind comments and feedback! It really shows me where I need to improve on 

❤️ Beautiful! ❤️ Definitely a late game setup! At that stage, Ascending the Cats for “Spirits” help a lot to see how far you can really go. Spirits help to build more resources quickly with “fast forward” and also, if you have too many Cats, they start falling off the cliff when they queue up at the altar LOL . I wish I fixed the “Ascend” animations since it’s a little slow right now… 🪦 

After 50, the meteors grow in size and speed and number every 5 levels so eventually will overwhelm the island no matter how many turrets and cats exist (I think…)

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Pretty unique bullet hell! VERY SWEATY! I liked the different styles you put in for the levels! I had a lot of fun! I gave up on this guy because my hand started cramping. The constant hardcoreness might be too hardcore for my hands.  I can see this game being pretty cool! could introduce items to let the player feel like they have some sliver of hope when overwhelmed. 

The acting was insane! It sounded really really good! I had fun playing the game! And also had fun finding out I could just spam to win after I played it proper the first time!

I think there's a lot of cool things that can be done with this game! Super powers! Piercing rounds! Bombs that change an area to a certain color before shooting! unlimited potential! 

Really enjoyed how the gun shoots! It felt very satisfying and looked super cool. 

AWESOME! Thank you!

 Play testing wasn't too rough, I enjoyed it the whole time! Was a lot of fun to play for me. So it was more I wasn't sure people would stick to it through to the end.

My biggest concern was the learning curve. I didn't have time for a tutorial and for revamping the Resource Growth/Upgrade visual cues. So I was worried people would give up too early and not actually experience the strategic elements of the game. And I really wanted people to at least experience the asteroids so I upped the difficulty of the game a little bit. I guess that inadvertently turned it into something like a cozy sweaty game... haha.

So reading you beat the game made me really happy! 

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Thank you!! Your words! I'm crying.

The first time you gather a Cat to a Super Fish Pond, their stomach grows and they get in an extra day before they become hungry. Less hungry days = More action days. I couldn't squeeze enough time to polish the UI/UX so the hunger and upgrade mechanic is really lacking visual cues ;_; Definitely will be patching in something! 

Originally I wanted to have a stat sheet/card for each cat that showed their fulfillment days, hunger days, and gather power (The new Cats that come from the shelter increases in gather power every time a new one comes out and they compound on top of each other). Hoping to get in some nice visuals IN! 

I think a ReSelect Cat is a really smart idea! I plan to remove the Gather button completely and just left click to gather and then right click to reSelect Cat. GENIUS!

THANK YOU SO MUCH FOR PLAYING AND WRITING OUT SUCH A THOUGHTFUL COMMENT!

fun to play! Great vibes and visuals throughout!

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Wow! you made it to the end! Made my whole day! Thanks for playing! Definitely wish i had more time to make things more user friendly but that's the game jam life! Beautiful screenshot <3. Can i use it for my game page?

 Made it through the game! Death from the enemies were unforgiving but the song was SOOOO banger

Thank you for the kind comments and playing! I wish I had more time to spend on more assets to make things more user friendly but that's the nature of game jams :)

Ya'lls gamejam submission is the same as my gamejam submission, but opposite! It has a pretty good game feel to it, great job!

Thanks for playing!  Level 20 is pretty good! More Gobu/Knight types were stretch goals but didn't make the deadline unfortunately. Randomized Y location for the Gobus would definitely give more breathing space. I wanted to "zoom out" the playable field or just make it bigger once the player left the castle to give it more of a battlefield feel with environmental hazards. Maybe in a future patch!

Really cool concept! I'm a fan of micro-heavy games and this felt like just the right amount of micro for me. Genius to have the powerups play together in the same scale. It was very effective. I beat the glitch boss but kept dying after.

Some things you may already be aware of, but wanted to share in case you're looking for improvement suggestions:

1. I walked out of the screen and my character was never able to come back

2. Cooldown on the solo is really hard to understand. I wasn't sure when I could and couldn't use it.

3. I really liked the idea of having 1-5 amplify certain types of attacks, but it took some getting used to for my brain to associate that Bass = AOE, Strings = Single target, etc. Might make it easier on the player to just call it their intended upgrade like AOE/ Single Target instead of musical terms.

4. It was hard to know when I got damaged and felt the death was very abrupt when it happened

Overall enjoyed the game and character designs a lot! Excited to see where it leads!

Time constraints can be hard to work around, but body parts as projectiles definitely sounds like it would've been really cool! I think if the player had more health and maybe there were more enemies to explode, it would add a lot of fun. Exploding felt most satisfying and i kept wanting to use it more before dying

Thanks for playing! Friendly fire was a hard choice to make, but we figured a blades edge does not discriminate.