So, in case it still matters, here is what I think about this demo: I am satisfied with everything.
The feline movements now feel the most satisfying and graceful all of a sudden, while mice retain their charisma in my eyes with their new skills which makes them less overpowered. It is no longer a "non-complex" "passive ability centered" faction, which is great! Now they really have an active schtick, a racial ability!
The birds now feel more graceful too, but I feel like their wing flops should be a little sharper. Now it feels too smooth, as if they were not flopping their wings with every of, say, two flops granting you some height, but launching a jetpack or opening some sort of levitation/float device that gradually raises them in the air until it dies out. I hope you get the idea. It is alright, I guess, but it feels weird.
Great work! I hope the development is good and well and we might see new updates soon! ^^
Thanks for asking--I have a new game that's in development right now. I may try to make a mac release of it when it's done. I do not have plans to make mac releases of my past games.
I like new gameplay around being at certain weight a lot, great work!
My thoughts about game improvements, since google form closed:
1. [Movement] Walljumps are counterintuitive, I'm sure it will be much easier to jump off wall with jump button, instead of direction button. With cat lady problem even worse since you have two additional options. For her it's harder to tell what will work best, without testing, but something like "stick to wall" by default, hold jump button for long jump, up direction to climb sound better. With bird lady flight delay feels bad, game becomes not responsive. Also it can be worth a try to test flying by holding jump button or pressing it second time in the air. Mouse lady's ability feels ok, except changing direction after walljump part, but walljump with jump button should fix it aswell.
2. [Level design] Beginning stage with tips and progressive increase in difficulty was awesome, but level with enemies was frustrating for me. I didn't knew about mushroom jumps, since I never saw them before, and first mushroom surrounded with spikes, so I thought it just a background piece. Some parts of map, like jumping from tree to most left looked like secret/collectable place, but it just nothing, so why placing a platform then?
3. [Game design/Enemies] Jumping on enemy not counting, if you touch anything but head, try making "head collider" bigger or even use super mario bros. ninja coding technique, where you killing enemy if your character moving down, without checking what part of enemy you hit :3 Personally I didn't fan of immortal stunned enemies, I was thinking about being able to kill them, if you jump on them while being fat for example.
Regarding your third point, I believe that Roops will be addressing the hitboxes and stun times as a result of the survey feedback. With different guard units on the horizon it makes sense for this to be kept under review for further balancing.
A good point raised about distinguishing level features from background assets. Definitely worth keeping in mind.
Personally I quite like the ease of wall-jumping, with the flicking of left and right for consecutive jumps - one button as opposed to two - but one's mileage may vary. Do agree about the Cat Knight though; I believe it was also a popular topic from the survey so Roops is very much aware.
Unfortunately I am unable to make it on android. I don't own the export module needed to make an android version, and I don't have experience porting to operating systems outside of Windows/Mac. I do have plans to release the final game on Macs.
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Hi ! What an amazing game ! How is the development going ? (It's been around 2 years since the last Devlog....)
Unfortunately, the dev’s last activity anywhere was almost a full year ago.
So, in case it still matters, here is what I think about this demo: I am satisfied with everything.
The feline movements now feel the most satisfying and graceful all of a sudden, while mice retain their charisma in my eyes with their new skills which makes them less overpowered. It is no longer a "non-complex" "passive ability centered" faction, which is great! Now they really have an active schtick, a racial ability!
The birds now feel more graceful too, but I feel like their wing flops should be a little sharper. Now it feels too smooth, as if they were not flopping their wings with every of, say, two flops granting you some height, but launching a jetpack or opening some sort of levitation/float device that gradually raises them in the air until it dies out. I hope you get the idea. It is alright, I guess, but it feels weird.
Great work! I hope the development is good and well and we might see new updates soon! ^^
So is development still going, on hold, or abandoned?
I'm sorry if this has been asked before but how likely is it that you would make a version of any of your games for mac?
Thanks for asking--I have a new game that's in development right now. I may try to make a mac release of it when it's done. I do not have plans to make mac releases of my past games.
Thanks for letting me know! Can’t wait for your next project!!
I like new gameplay around being at certain weight a lot, great work!
My thoughts about game improvements, since google form closed:
1. [Movement] Walljumps are counterintuitive, I'm sure it will be much easier to jump off wall with jump button, instead of direction button. With cat lady problem even worse since you have two additional options. For her it's harder to tell what will work best, without testing, but something like "stick to wall" by default, hold jump button for long jump, up direction to climb sound better. With bird lady flight delay feels bad, game becomes not responsive. Also it can be worth a try to test flying by holding jump button or pressing it second time in the air. Mouse lady's ability feels ok, except changing direction after walljump part, but walljump with jump button should fix it aswell.
2. [Level design] Beginning stage with tips and progressive increase in difficulty was awesome, but level with enemies was frustrating for me. I didn't knew about mushroom jumps, since I never saw them before, and first mushroom surrounded with spikes, so I thought it just a background piece. Some parts of map, like jumping from tree to most left looked like secret/collectable place, but it just nothing, so why placing a platform then?
3. [Game design/Enemies] Jumping on enemy not counting, if you touch anything but head, try making "head collider" bigger or even use super mario bros. ninja coding technique, where you killing enemy if your character moving down, without checking what part of enemy you hit :3 Personally I didn't fan of immortal stunned enemies, I was thinking about being able to kill them, if you jump on them while being fat for example.
Regarding your third point, I believe that Roops will be addressing the hitboxes and stun times as a result of the survey feedback. With different guard units on the horizon it makes sense for this to be kept under review for further balancing.
A good point raised about distinguishing level features from background assets. Definitely worth keeping in mind.
Personally I quite like the ease of wall-jumping, with the flicking of left and right for consecutive jumps - one button as opposed to two - but one's mileage may vary. Do agree about the Cat Knight though; I believe it was also a popular topic from the survey so Roops is very much aware.
How far are you into finishing the deluxe edition?
It's been a while since we last officially heard from you.
There’s a ways to go still, but things are going well. The hardest part is finding time to work on it!
Do you think you'd be finished by the end of the year?
Can you make this available on android please?
Hey there,
Unfortunately I am unable to make it on android. I don't own the export module needed to make an android version, and I don't have experience porting to operating systems outside of Windows/Mac. I do have plans to release the final game on Macs.