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cattymations

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A member registered Sep 14, 2021 · View creator page →

Creator of

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No problem! It's really great and easy to use!

Ghost hunting roguelike with exciting synergies.


Eternal Memento by cattymations

Slapping my belly in pure joy to this!

A frown dons the face of woeful I upon a dear morning; clouds quietly weep over my lost soul...then this game cheered me up.

I'm so, so sorry.

Fighting feels very rewarding and the blocking mechanics encourages quick thinking. Movement and stamina systems add a cleverly designed layer of resource management. The art is appealing.

Squared-Off love letter.

Haha, yeah, I pretty much just made it for my friends and I to play lol. You'll have to drag a group together for this one lol.

You don't know how much this means! Thanks so much!!!

Make sure to leave a rating too if you can!

This would've been nice while I was developing my PSX game lol.

Wow man! Thank you! This is so kind! Really makes me happy to hear that you like it enough for you to play it off-screen!

Cheers!

Really enjoyable! Great job!

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Haha, better than being brown at least lol.

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Wow! Thanks Kravataf! I really like your stuff, so I'm super happy you've played one of my games! Would you be able to leave a rating? Thank you!

Thank you so much! Means a lot to have someone enjoy my work!

Wow! I'm surprised someone found it this early! Good job!

It's out now! Eternal Memento by cattymations

Thank you so much! I definitely agree that there is a difficulty spike after finishing the first world.

Thank you so much for your comment!

Just on your feedback in the rating you left, I'm pushing an update tomorrow that adds an option in the settings to make the flickering much milder, so hopefully that problem is fixed.

Your feedback about the entities is very interesting! I did initially have the entities be a bit more complex, but I personally found the management and risk-reward decision making to be a lot more engaging, so I ended up leaning more into that through adding all the events, dementos, trap system, selling systems and everything to do with the keys, possibly to the detriment of the core mechanic; I definitely should've focused on it more!

Thank you very much!

I think you should cut out all the stuff to do with the story in the short description on the Steam page, seeing as it's a gameplay-oriented strategy game, with its target audience much more interested in that aspect rather than the story.

Awwww, this really is the boost to my day that I needed! Thank you so much! It means a lot!

Really great as always, Clark!

I love the vector art so much!

Safe to say I'll be having a particularly restless night too after playing this

You honestly don't understand how much your words mean to me - getting to wake up on my birthday to this has really made my day and I am eternally grateful. Thank you.

Awwww! This make me so warm and fuzzy to hear! I'm eternally grateful for your compliments!

On the enemy side of things, it's very poorly explained, but there's a way to deal with all of them:

For the default enemy, who spawns and despawns and can hear noise, when he's not around, you can move freely, but when he is, you can either conserve your stamina strategically to build distance and gather resources even when he's there, at the price of him eventually catching up to you due to running making noise, or you could walk around quietly and drop items in certain spaces to make noise there and lead him to certain places. One strategy is to immediately spread out all your items upon spawn so that you have easy access to noise lures.

For the weeping angel, just make sure he's always in your line of sight, and sprint past him when you get close.

For the enemy that infects dispensers, just go into the infected area, gather a bit, run out and repeat.

I did really intend to add a proper tutorial, but I had a family member die halfway through development, so I was very stuck for time. I apologise.

Overall, I'm really happy you enjoyed the game! It makes me very happy haha!

Awwww, it makes my heart so warm and fuzzy to hear this! Thank you for your kind words!

Ah! Thank you for your compliments so much! It makes me feel very warm and fuzzy haha. I did a very poor job of explaining the enemies in-game, and I gave an explanation to someone else which I will paste here:

"On the enemy front, I may have forgotten to imply the noise mechanic further - enemies are a lot slower than you, do less damage and spawn less on lower difficulty levels (but you gain more materials) and won't even pursue you if you're outside of their range (plus a few types despawn all other enemies) so to balance this there's a noise system; some enemy types can hear when you run or drop items, which is what the megaphone icon means. I apologise, I should've explained that further."

I did want to implement a proper tutorial, and had full intentions to, but I had a family member die halfway through development, and thus was stuck for time. I apologise.

Oh, and I should mention - there is a type of enemy that won't hunt down the player, but will infect certain dispensers, meaning if the player is near them for too long they will die. I'm sorry, I did a very bad job on the tutorial haha.

Thank you so much regardless for playing my game! I really appreciate it.

I really appreciate you articulating your feelings in this way and playing my game! It makes me feel very special haha!

A class system would clash with my risk-reward design philosophy, and possibly make the game too easy, as you have a significant advantage over enemies by default already, and it's practically impossible for them to catch up to you if stamina is conserved well and you don't make any noise and additionally it would less incentivise taking upgrades, as taking on debuffs would simply act as a balance to your class benefits, resulting in less run variety and strategy, though I do a horrible job at explaining this in fairness. I had intended to implement a proper tutorial, but I had a family member pass on the middle of development and time got away on me. Plus the game is probably too difficult for a game jam game; I'm very sorry.

Overall, thank you very much for taking time to play my game and leave feedback! I really appreciate it!

Aww, it makes me so warm and fuzzy to hear this haha

Yep, fully agree on this front - I had intended to make a proper tutorial, but I had a family member pass away last week and endee up being left short for time; I'm very sorry.

Thank you so much!

Thank you for your compliments! It makes me so happy!

I haven't personally experienced any bugs as a result of the file size; would you be able to elaborate so I can look into them? If you could expand on what you think would make the game better (outside of the tutorial haha) that'd be appreciated too.

Thank you very much!!

Thank you so much for the wonderful compliments! I had intended to add a proper tutorial, but I had a family member die last week, and so I was cut for time - I agree it's very overwhelming.

Ah no, of course man, you deserve it! Absolutely stunning game.

Also based Steins;Gate fan lol

I'm so happy you found it fun haha! My only goal is to make people happy and entertained through my games, so I'm glad I was able to achieve that. I'm very sorry for triggering your sensory issues.

The basic movement is pretty good, although there was a desperate need for coyote time and it was very frustrating how jumping while climbing wouldn't send you diagonally backwards.

The main character design was cute and memorable, but the colours overall clash, and the audio is a tad repetitive.

Overall, a really amazing job on this man! Keep it up!

I really enjoyed the platforming! It felt great to control my character, although he felt a little too fast on platforms with enemies. The water mechanic was fair and well balanced.

The audio is very pleasant and the music is extremely catchy.

Overall, a really amazing job with this!

I noticed a lot of visual glitches which made the game very hard to play, but past that, this was very fun! The artstyle is really visually pleasing; there's a great contract between the greys and the reds, and the adaptive soundtrack was fun. My main point of note is that the movement was in desperate need of coyote time.

Really great job! Keep up the great work!

I played this for a really, really long time! The loop is addictive to say the least haha.

The flying part of the game is very well thought out, making use of quick decision making and reflex skills; I really enjoyed the risk-reward gameplay, and the mystery of the tower became very, very strong after I got to the clouds and saw the cogs for the first time; realising there was more than I had thought.

The crafting side of things is way, way too easy, but it doesn't really matter to be honest, as it mainly serves to add continuity and progression to the main part of the game. I actually think I would've found it tedious if it was harder.

The art is absolutely gorgeous, that needn't be said, and the audio excellent.

Absolutely stunning job here man! Rated 5/5 for almost all categories!