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

cattymations
Creator of
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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!
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!
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!
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!!
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 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!


























