delightfullymad 2022-10-03 01:05
Really cool character art, controls were tough at first but very responsive. Good work!
Foon → Ludum Dare Explorer → LD51 → HAZCAT - Toxic Feline
By johnnysix
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 271 | 3.36 | 49 | |
| Fun | 249 | 3.31 | 48 | |
| Innovation | 440 | 2.64 | 48 | |
| Theme | 424 | 3.01 | 49 | |
| Graphics | 111 | 3.85 | 49 | |
| Audio | 201 | 3.30 | 48 | |
| Humor | 160 | 2.96 | 45 | |
| Mood | 1 |
Really cool character art, controls were tough at first but very responsive. Good work!
Top-notch art, visuals, and music! I love the pixelated 3D character look. Kind of reminds me of New Super Mario Bros. Controls are difficult to get used to, but feel very snappy and quick. I wish the song didn't restart when you die so that I could hear all of it!
Nice use of 3d to sprites. It felt like a solid Sonic-esc platformer with a bit too floaty controls for my taste. It wasn't really clear what happened every 10 seconds and how the world interaction worked. But solid work nonetheless!
love the game. Loaded a bit long. Smooth controls but need a little help in jumping. Music really got to its flurry a bit long. Could use the dynamics early on. Good graphics!.
Job wel done!
Web version seems not to be working atm.
Made it in 33 seconds!
It took a while to get used to the inertia of the character when jumping, it felt a little bit off. Everything else feels really smooth, especially the wall jumping.
Regarding the theme, I think your interpretation is a bit too easy and the 10 seconds thingy doesn't have a big impact. I imagine that without the theme, the acid would have raised smoothly instead, but that wouldn't have changed the gameplay.
Nice job on the visuals - the cat, the bubbling acid, the flickering lights - everything looks really cool! The music is great too!
Nice entry!
The animations are very nice. Also the acid dissolvement is a cool visual. It feels very polished. Except for being able to keep moving when falling in the acid. But it has nothing to do with the gameplay. So that is just being difficult on my end :smile:. Well done.
Game did not work in LD though. But it did through your link. Only I had to copy it because it was no hyperlink. (maybe add https in front of it or something..)
Nice job, good feeling, beautiful and responsive !
I made some tweaks for a post-dare version, stuff I didn't have time for like actual Story, more level deco like the slime pouring into the level, and closing up the shortcut @rolly found :smile:
Thanks everyone for playing so far, I definitely think I'll be doing more Blender stuff for the animations, as it was super easy to quickly change things up, as opposed to laboriously drawing the pixel art.
hjoho.jpg
I really like the contrasting art styles. It's got a nice nostalgic feel to it as well. Great work.
Extremely well done! Especially given that it's a compo! I really enjoyed this. Gave me a donkey kong/megaman vibe
I really like the variety of character animations! Mechanically it's cool, it was an interesting take on wall-jumping that I'm not sure I've seen before. I liked the screen-shaking effects and whatnot to give the feeling of a collapsing facility, but I was a little unclear on what the 10-second timer was doing -- was the acid level raising every 10 seconds?
Overall, it was fun and I wish it was longer! I got 34 seconds. Also, 'Hazcat' is an A+ pun.
Lovely art and story
@cassowary - yeah - I tried making it a bit more clear in the post-compo version where the slime/acid/goo pours in with a big waterfall. I ran out of time :-(
I like the aesthetic and the attention to detail with the turning transition animations was a really nice touch. I do have a few suggestions regarding the controls though, the first being that the friction is way too low (in my opinion, of course). After you land it's really easy to slide off the platform you landed on which feels bad since you made the jump. The second suggestion would be to have a jump input grace period, aka give the player a few frames after they've left the ground or wall to still press jump and get a jump as if they were still on the floor or wall. It's an easy way to make precision platformers feel easier to control (even if you're technically lying to the player).
Other than that, it would be nice to have some player SFX for footsteps and jumps, but you're probably aware of that. All things considered though, not bad!
As everyone has been saying, the art looks super nice! Additionally, I really enjoyed the gameplay and so I sped run it a bit and my record is 00:00:17! [Screen Shot 2022-10-05 at 10.15.18 AM.png](///raw/47d/34/z/5256b.png) I noticed a few things: first, you can scale the right side of the map all the way to the top small platform parkour section (hence my time), second, I fell down and got trapped by the moving bridge and had to sit there until the acid made its way up to me, third, the screen shake is sometimes a bit too much and forces me to stop playing so that I can see where I'm going. Note that I played the Compo version.
Can't stop but think of the "I can has Cheezburgaz"-Cat memes of the (now) ancient web :D
Baking the 3D model animation totally worked, and as a fan of your Blender videos, I'm happy you utilized your skill for more than just the title screen this time around!
Controls felt awesome, and the game itself is very fun to play and figure out! Wonderful job!
The music is nice. I would also like to suggest wwaaayyyy scaling down on the magnitude of the screen shake.
@guitarbro Thanks dude. Hadn't thought of the jump tweaking / grace period. I had tweaked a lot of the mechanics around jumping / gravity in the tweaked version to address the 'floaty' feeling, but great suggestion. I'll see if I can make it work. Some SFX, new levels and more interactivity are in the works :smile:
@trexxak Thanks dude, knowing at least one person finds them funny/useful makes it worth sharing them haha. I definitely need to figure out more with the animation pipeline - janky rigs aside it's been much smoother to make stuff than trying to do the pixel art that's for sure!
@acdimalev - The music is tweaked a bit in v2 so it's less repetitive, it's in 5/4 so I could time a bar to a 10 second loop.
I'll maybe reduce the shake, the ridiculous magnitude is my favourite part though! :sob:
This is really well done, absolutely love the animation. One of the best Construct games I've played for sure.
nicely done! I was reminded of games like cool spot and bubsy but yours had better controls :). I didn't hear any sound though :(
Pretty good game overall! Love the character and animation, and the controls feel really good (which is hard to pull off in a jam so kudos). Could use some more sound effects for things jump/wall jump, but overall very solid. Last thing, it's a bit too much screen shake for my liking lol maybe turn that down a lot.
The depth of the graphics is really nice, but the star of the show is the main character! The animation is sleek and stylish, it's like playing a lost Gameboy Advance game! The character controls are serviceable for sure, wish I had a bit more hang time and maybe slightly less slip when letting go, but hey, it's nothing I couldn't adapt to. The screen shake is a bit crazy for my taste, but that's about the only thing that gives me pause. Rad stuff! :thumbsup:
The design of the cat is amazing, and it's really fun to jump around with him! Well done, nice game!
Such a cool game, with a lot of love put into the music/animations/slime. I REALLY like that the cat auto jumps as soon as it lands, never seen that before. Would try to play to the end but the screen shake and music restarting every death was driving me bananas! :D Really nice job.
first of all, it's a really great and massive work for one person – great job! we've been watching you since you were posting about your progress, so we glad you did it to the end! secondly, graphic is great BUT REALLY hard controls, maybe less sharp moves would make it easier! nice usage of the ld51 theme! nice job!
Nice game! It was quite diffucult in some parts and I kept accidentaly switching the lever after I just switched it. But overall a really good compo entry! Custom music is very nice too!
Nice short platformer :) The controls were a bit slippery but I got a hold of it eventually and was able to finish the game. The thing that bothered me most was the levers - it was not clear what they do, their feedback was not visible (the affected bridges were out of screen) and not immediate (the bridges formed gradually instead of instantly) and therefore it took me time to realize they do anything at all. Also it seems that there is no apparent gameplay reason to turn them off, so each time I re-touched them was a pain I tried to avoid. Character art was charming and I liked the elevator at the end. The death animation was a bit too long IMO. Cool game, looking forward to see more :)
@satacat - thanks so much for play, and glad you know someone was watching! :v: It's only recently I've had a decent set-up to record & talk at the same time, so has been fun revisiting all the old compos and learning from them again.
I did change the controls / gravity etc up in the 'post-dare' version - I'll see if I can add a couple more levels and publish a more 'finished' game.
@brusi - very good point, I will address that lever thing - the bridges were an uh, 'artistic' choice as I wanted to do stuff with gears etc., but as usual, time got the better of me. The levers are not as precise with the collision to the character, which I intend to fix.
I have a new death animation / cycle that should be a bit quicker too. :smile:
I got it 20 seconds! Beat that! Fun bouncy unforgiving platformer. I enjoyed the challenge, thank you for the fun entry.
Had some fun speed-running it! There's a lot of shortcut that can be taken thanks to wall-jump. My best time was 26s, but I'm sure there are more skips that can be done with pixel-perfect jumping!
The main character sprite animations are impressive! Overall the game looks great, and even have a nice soundtrack (too bad we can only hear a chunk of it). I only understood what was happening every 10 seconds after finishing the game. The acid rising is otherwise not really a problem, even when I was taking the intended route. But it was still a fun platformer. Well done!
@epicgamefan - nice - if you want a challenge, try the post-compo one :grimacing: - it closes off the shortcut I forgot about!
@itooh - thanks for playing- yeah, I addressed the acid / earthquake thing in the post-compo version , which in hindsight, I should have added first rather than wasting hours tweaking gravity :grimacing:
Really well made stuff, a ton of polish for a jam length game. I did find the character movement a little too slippy for my taste. Felt like I was fighting the controls, rather than getting into a flow with them sadly. However the overall package is really well made.
Really solid work! So impressed you got all this done for your compo entry especially.
I played both the compo entry and post-jam entry, my ratings were based on the compo entry but my comments here are on your post entry.
I love a lot of your animations, the spin as you jump off the wall was a welcome addition after playing the first version and not having any feedback on the wall jump or how many are available.
The destruction of the level is great and adds a ton of tension that works really well for the verticality of the level. I do think the screen shake is still a bit too aggressive (it was scary in the original lol) and too disorienting to be fair. The camera also gets pulled away from me and forced further down which is both distracting and probably a bit unnecessary if the intent is to show the player "Hey there's acid". That could be handled with an opening cutscene, but also the pouring acid in the background handles that as well.
But overall a very nice base for a tense platformer. I wish I had a controller atm as it would probably feel way better that way but I'm on my laptop just doing my best, so I don't want to comment too much on the feelings of the controls. There was a marked improvement on the updated version however and I enjoyed my time with the game!
i really like this game and the character is very cute and adorable <3
nice looking game, with some challenge, well done! i found the controls a bit hard, i got like a PS1 moment haha but overall, this game is nice and fun to play!
I agree with @amarokczukay. Cool game but the controls are a bit too hard - at leas for someone like me :joy:
The biggest issue I got was that sometimes it feels like if the cat would have delayed input.
Also teh game did not even start for me on LD site. Just got a black screen.
@deprecat - Haha, yeah the shake is probably a bit intense, I had originally intended the shake part to actually physically knock the player around, but that became a nightmare to handle the animations etc. so I removed it. If I don't run out of steam I'll do version with more levels and game controller support. :grimacing:
@firesplash-entertainment - interesting, there's dynamic 'drag' based on whether the cat is in the air or not, he should accelerate fairly quick though. Hmm
Very cool that it was made in construct 2 hehe, I use construct 3. The use of 3d in blender for the character is very good, it fits well with the graphics, which are beautiful. There is a gameplay adjustment to be made, the jump is too high and these levers being adjusted at the time of wall jumping really made it very difficult to the point of not wanting to go too far, as it got frustrating. The music is kind of repetitive. But the art of death is very good, the graphics are the highlight here. You did a good job on the construct. It would be nice if it was on Itch.io, because here it took a long time to load, I even thought it wouldn't load.
This looks great, especially for a Compo entry! The graphics are great, and the idea of a danger rising upwards every 10 seconds works really well. I think one of the other reviewers said it had a PS1 vibe, and I agree with that. The music is excellent, too.
Unfortunately, it's let down by the gameplay. I struggled to reliably pull off the wall jumps (and since it's never actually mentioned that you *can* wall-jump, I got very stuck on my first couple of tries). The controls feel too slippery, which makes the game's precision platforming extremely difficult even without the added pressure of the rising waste. I also find it annoying that the switches are triggered automatically when you touch them *and* can be turned back off again - one or the other, please, not both. The ones on the walls are too hard to turn on, and the ones on the floor are too easy to turn back off again, turning them into a massive inconvenience.
I don't know whether you fixed this in the Post-Compo version, but the countdown doesn't actually start at ten seconds, not does it reset when you die, so sometimes you die and restart and the danger level rises after only one or two seconds. That's a much more minor issue, though.