Thanks for checking out Nekotiti! I've had a couple of comments about being unsure what to do next so I'm going iterate on how instruct people how to play the game--I'm not communicating some stuff correctly. If you felt like checking it out again, if you can get the red ??? button to flash, try pressing it next time one of your family enter the room (something amazing will happen). I think UI being a bit clunky, coupled with the family intrusions is clunky in a fun way too!
FeelmakerGames
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Thanks for checking it out. Fair call, I'm going to take a look at the alarm to make it a little less overwhelming and make it clearer what Nekotiti needs. I didn't communicate it in the best way it seems, but if you felt like giving it another go, you can click on them to make them go away faster. Thanks for the feedback!
Thank you for the kind and considerable feedback! I definitely will iterate on the UI for hiding/showing Nekotiti (and that you should do so).
Haha yes the memes are perhaps getting a little long in the tooth. I plan to give the family a bit more character in their dialogue soon, so hopefully I can shift the meme balance a bit. Thankfully there is no need to curse my shit up 𓂺.
I will 100% fix up the full-screen button and pop it on the enter-your-name screen, which I should have done in the first place. Things to click on in the BG is a good idea and will be incorporated.
Thanks again for your encouraging words!
Thanks for playing and for giving feedback! If you ever feel like giving it another go, try clicking on the family members to make them go away quicker. This isn't really communicated well enough in the game so I'll have a think how to improve this. Yes it's fair to say the way she communicates what she wants needs some iteration. I didn't necessarily want the riddle to be 'how can I keep this fkn cat alive?' Thanks for the kind encouragement
Crazy stuff dude I love it. Also agree that skipping the opening cutscene option would be appreciated (even though it was very cool). Discovering you can climb up walls/go upside down (and then all the other movement options too) was great and the mech is very fun and unique to control. I'm interested to see where you take the story elements, right now they have very strong visuals but are a little obtuse. Architecture looks awesome and is very striking (gave me HL2 combine vibes). I also felt the grapple was a little janky. Excited to see where you go next!
This iteration of the game is feeling really good! Gunplay is already tight and satisfying. The initial jump where I had to crouch filtered me the first time I played this and I think for today's modern audiences (fools like me) either changing jumps to not require crouching or explaining it somewhere may be helpful. I think for later versions of the game, if you're going to have sprawling levels, some type of map/navigation/objective marker tool would help smooth things out. I'm curious what type of overall game design you are going to head in (levels with objectives in them like Goldeneye, some type of sandbox assassination thing like Cruelty Squad, get to the exit stuff like Doom, etc) and I think having a bit of a think about this now might help shape the direction you take it in. Loving the aesthetics and keen to see what's next!
Really cool stuff dude! I think these cute animal mascot designs are working well. Fun characters to control to zoom around Banjo Kazooie levels. I think the challenge for you will be designing levels that take advantage of type of 3d platformer character moveset you've created. The collect-a-thon style of levels from Banjo Kazooie worked well enough but I think exploring a few new types of level design (for example, get-to-the-end style sonic levels, segments of connected areas in a void like Mario Galaxy, puzzle/capture stuff like Ape Escape, etc) could be worth spending some time on. Good progress and keen to see the next iteration!
Really impressive stuff! I'm getting strong Seaman (1999) vibes from this (although that is the only game I've ever played). The addictive number-go-up loop was already sinking it's fangs into my brain (in a good way). I did feel that the vibe of this game could use a bit of iteration. I think it was not really quirky enough (like Seaman) or not really cute enough (like a gacha/anime game). I also felt since the conceit of the game is fish with anime girl faces that I really wanted to see their faces/reactions to things a bit more. In something like Viva Pinata, the creatures have big cute faces that are easy to see while they react to things. I think giving the fish a little bit of story or even potentially dialogue could help with this. Overall though this is looking really good and I'm keen to see you finish it!
Really cool stuff! I found the controls for the character really satisfying and I liked having the spell book for some additional effects. I think that the level design could use a few iterations to spice things up. Not to scope creep your game to hell but I think the game having some light Metroidvania/search-action game level design would be engaging. I agree that some of the enemies were not very fun to deal with. Keep up the good work bro!
Wtf dude this is really cool! Some really great sprite work, funny dialogue, huge variety of minigames. Good stuff! I think I would have liked some linking factor or more concrete overall structure to the game, for example a protagonist or common enemy that helps draw me into the story quicker. Clicking on random spots around the kingdom wasn't a strong enough hook for me. Also, I think the screenshots don't really do the game justice and I think adding some more energy/character (which is definitely there in the cut scenes) in the marketing material would really make a difference (specifically I think Warioware does a good job of this). I'm keen to see where you go with this and would 100% play a standalone game with the fairy characters...
Thanks for giving Nekotiti a go and for your feedback! You've made some fair points. Maybe I could have a more relaxed mode (like a desktop idle mode) where the game is a bit more chill and the focus is on slower, more cute tamagotchi-like interactions (rather than the sacrificing your family narrative and attention diverting mode it has now). Is that the type of gameplay you'd like to see?
Thanks for trying it out and I appreciate the feedback! I've had some challenges balancing communicating what you need to do while still keeping a little bit of mystery as to what she wants and I think it's not quite right at the moment (often she just wants a riddle). Is there anything you think would make it a bit more fun communicating her needs?
Thank you and that is awesome of you! I really enjoyed watching your reaction when you streamed it, so I'm very keen to see you try out the full version when it's done.
Yes it was but I've been messing around with game dev for a decade (or more... ˙◠˙ ). I may have been 'in the zone' for this one and things just worked out.
