Geez, this is incredibly difficult, but fun! And everything is so polished and so well-made! My only qualms are that the camera movement sometimes catches me off guard, and the corner bounces makes the ball go in unpredictable directions. But great game nonetheless!
ZeeHatcher
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Hmm... on Windows, the "obstacles" are able to go out of bounds of the screen, but here it seems that your window manager is forcing the "obstacles" back into the screen, making the gap too small.
Sorry, but I'm not sure how else to help other than to suggest that you play it on Windows if you are able to. We've not had the chance to test this out properly on other OSs, so the experience of this game in any other OS is very hit or miss.
You're absolutely right about the problem with the introduction of the "scaling" mechanic. We also found out it was quite difficult for our playtesters to understand it as well, but sadly we didn't have enough time to figure out a better way to introduce that mechanic.
Thanks for your comment, and thanks a lot of playing!
The dynamic tutorial stage is such an amazing idea! I'm going to need to steal take inspiration from you if I ever need to make tutorials.
Another thing I really enjoyed is how the dog interacts with the cat. On one hand, they're obstacles that the player should avoid. But on the other, they're basically a speedrun tech. I found myself pouncing onto the dogs so that I could boost upwards or across the map, which was cool.
After the tutorial, I found out that this game is actually rather difficult. Weirdly enough it gave me Jump King vibes (perhaps because I get kicked off into the abyss after painstakingly climbing up).
I also found that it was a little hard for me to gauge how high/far I would jump. Perhaps a little trajectory line would be nice.
Also noticed a bug (that I abused <.<) with the cat pounce state and the dog. While I am charging up a pounce, the dog can't actually bump me off, which was kinda OP.
This was a neat and fun little game! Really liked the little laser for the player's cursor too!
One of the things I'd like to point out is the lack of clarity with regards to the goal. I went around knocking things over for the fun of it, not knowing it was actually tied to the goal of the game, until I didn't find anything else interesting, so in the end I had to just assume that I had to knock everything over to win.
Another thing is that I think it'd have been nice to pan the camera in the direction of where the player cursor is. Maybe it's due to a habit of mine from playing other top-down games, but I like moving the mouse to the edges of the screen to check whether there are any guards in that direction, and to plan out my route. But since that wasn't in this game, I had to brace myself while I tip-toe tile-by-tile to make sure I don't get caught by a random guard just off-screen.
This is amazing! The art is gorgeous, the soundtrack bops, and the gameplay is simple, fun and engaging. Had a good laugh from the cat voice acting too.
Though, I'd like to say that I don't think I can play a game with this art-style for long. My eyes started getting a little tired after a while, having to focus on the screen looking at the 1-bit colors and dithering (or maybe that's just me being tired from a long day's of work). That doesn't take away from the fact that the art's bloody amazing though!
Well done! Wish I could make a game half as pretty as this!
The presentation of this game is way too good! The art, voice-acting, transitions, UI, the noir-style soundtrack, it's all fantastic! The stealth gameplay was simple and fun too!
If I had any qualms with the game, it'd be the roll mechanic. I felt that it was a bit clunky to use, and I'd sometimes roll farther than I'd like, and end up getting caught. Also, because the roll is activated from the combination of the arrow keys, I sometimes accidentally initiated a roll when I didn't expect it to.
Walking down stairs is also a little clunky too, but at least not enough to get me caught.
(There's also a hole in the window on the top floor of the first level. I may have rolled through it and killed Cynth by rolling her off the building)
Nice game you've made here! Had quite a bit of fun, especially after I figured out that you can launch bombs from trash cans. I also love the animations, they feel so juicy!
Here are a few things that came to mind while I was playing. I think it would have been nice to have more directional control over the attack, as in being able to do it in 8-way rather than just 4-way.
The hit-stop from attacking an enemy feels nice and impactful, but maybe it was just a tad bit too long. Since I have to attack the enemies so many times, that hit-stop starts to add up and starts making the game feel a little slow, in my opinion.
Also didn't know that the garbage bags were bombs initially, so I died on my first run not knowing how I died.
Anyways, well done on the game!
This is such a cool concept, and a great take on the theme! The rules and mechanics are simple, but put all of them together and it becomes super chaotic and fun. I especially liked the Chargers, there's something satisfying about sending a horde of them towards a particular direction, wreaking havoc.
If I had one tiny bit of criticism, it's that I didn't know that the selected entities "fired" towards the cursor, and was slightly confused initially. I did go through the tutorial, but because it's all in plain text and not an interactive tutorial, I didn't quite translate the words into the actual desired gameplay. But even then, not too big of a deal, since the game itself basically teaches it.
Really cool concept! Although sadly I was not big brain enough to figure out a strategy that allowed me to get past 4 knights.
I think I actually would've preferred if the goblins ran away from the knights, so that they can lead the knights into more traps, rather than running straight into the knights and dying.
It also got me thinking, what if the player were able to control the goblins, to tactically position and move them to lead the knights instead. Thought that could be interesting.











