jakel168 2015-04-20 02:53
Lol, love the mechanics, but I suck at such fast-paced platformers so much I can only envy those who manage to double jump 3 times... T_T
Foon → Ludum Dare Explorer → LD32 → Nunchukkats
By invictusv
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Theme | 66 | 4.07 | ||
| Graphics | 75 | 4.11 | ||
| Fun | 90 | 3.79 | ||
| Mood | 93 | 3.68 | ||
| Overall | 104 | 3.79 | ||
| Humor | 137 | 3.64 | ||
| Audio | 334 | 3.11 | ||
| Innovation | 357 | 3.39 | ||
| Coolness | 1436 | 46 |
Lol, love the mechanics, but I suck at such fast-paced platformers so much I can only envy those who manage to double jump 3 times... T_T
Ahhh Added "Meow" sound fx already... saved your work. ;)
5/5
Great!
You should port this to mobile. nice!
I wish it was easier. The concept is cool however I tend to give up quickly on the difficult jumps
Nice game. But too hard for me :D
The graphics and animations are really well done. The nunchucks were a little hard to use, but a great game nonetheless.
Severe downgrade on my fun score for the horribly patronizing first part of the tutorial. A single instruction screen could have covered all the controls and then let me start playing the game.
Fun concept and it seems good... but i think the actual mechanics could use some tweaking. for instance if you jump and swing at the same time, the jump cancels the swing animation. Allow your animator state to have multiple things going on at once. Also the jump feels a bit awkward (like you are getting flung. For a game that demands precise controls it doesn't offer them.
Graphics are great and the Nunchukkats are a great weapon choice, I'm sure they'll become mainstream in no time. I did suck at the chain jumps though. The difficulty increased to quickly for me to get used to the controls before pulling off a triple combo. Fun entry though
Love the idea, hehe. Really fun, but really frustrating.
@Languard Aww... I once had a game with just three buttons (Up,Left,Right) and a single instruction screen. No one remembered the 'Up' key. :(
But thanks for the feedback, I'll make sure to fine-tune future projects :)
this game is so hard. and yet its so fun. i wish i could actually finish it. got stuck on the style points level
I love this game. Still a few clunky things about the controls at times, but if you fix these (like how the doublejump isn't very consistent) I'd buy a game like this with more levels! XD
Many awesomepoints.
much meow, so pew pew, i lieks
@Ilseroth Swing-cancelling jump was intentional actually. For aesthetic reasons :)
This is a serious competitor to win the Ludum Dare. Awesome graphics, player animation, very funny, adictive. Congratulations.
Just played through this a second (and third) time, found some bugs for you to deal with! =P
-the height of second jumps is very inconsistent (sometimes catapulting me straight into the ceiling)
-by jump-cancelling in the right moment you can double-jump before even destroying the enemy
-walking off an edge allows you to jump while falling, with this all levels where you start on a high ground are beatable without using nunchakkats
@Iak Thanks for the feedback. :) I'll look into it.
Fun game, it's simples but the mecanics work very nice, good job.
Ha, real fum man! hard but a blast to play!
This game is HARD! Still fun though. Though I can't really recognize the cats without the meows. Also, the precision needed to use the nunchuks is hard for me.
Interesting idea and mechanics, but I think it is quite hard to hit the target. Well done!
Superb! I like feeling of movement. Strange controls but after tutorial everything seems clear. Definitely I would like to play this game more.
Great entry. I like your artstyle and the sounds. A little bit music would've been great. I reached the end!!! It was a great game! Very well done!
Best weapon ever. Really fun game and great graphics.
Congratulations on finishing the jam! The character design and animation is production quality. Outstanding. The satisfying mechanics and level design allows players to pull off some pretty cool moves that look even cooler thanks to the constant somersaulting. The visual effects were really effective, too.
I am not sure what you intended for the difficulty curve, but as it stands, it spikes on the level with three enemies to kill mid-air. If you want to flatten the curve more, I have some suggestions. I hope you are familiar with fighting game terminology. If not, message me somehow and I will explain the following points.
One way would be to have enemies that do not kill the player on touch to start with, to get players used to the jump arc, attack timing and double jump timing. If they had an infrequent attack instead, players would just have to wait till right after their attack to start chaining jumps.
Another would be to reduce the attack's startup frames and increase its hitbox size. This should make attacking with the correct timing and distance much easier. Right now, the attack has quite a few startup frames and a small hitbox. Players have to time their attacks quite early and place their attacks at just the right distance, which is rather hard without practice. This is why players kill themselves on the enemies so much: they are unfamiliar with the jump arc, attack timing and hitbox, or they expect something else from the arc, startup and hitbox. The hitbox right now is only when the cat is fully extended, and appears to be a straight line. Personally, I would have started active frames once the button is pressed, and would make the hitbox cover a large area in front of the character.
For double jumping, an impact freeze/hitstop would help with timing and feedback, especially if you allow jump input during the impact freeze. Timing the double jump is rather tricky as it stands, and the penalty for mistiming it in some levels is death by spinning saws.
Now for movement and jumping physics. Acceleration/decceleration is a bit low, resulting in the character sliding around a bit. The quirky run animation with his legs frantically shuffling around contributes to that illusion, heh. Perhaps you could experiment with higher acceleration/deceleration values, depending on what you want movement to feel like.
Jumping over an obstacle while directly next to it fails for some reason. I assume this is a bug, not expected behaviour.
Overall, I believe the core idea is really solid. The character design brims with personality, and the gameplay is promising. With some experimentation I truly believe this can be expanded to a full game.
This is so gorgeous, love everything about it but I couldn't get past the triple jump. Oh boy did I try. Ramps up pretty quickly :)
I want my nunchakus made of nuns...
I died 88 times for this thing... Hilarious!
Repetitive sound is my only real complaint...
Well done!