FetchQuest by radmccool

What happens if you were to mix a Pet Sim with an arcade game?

warning: this game just loops infinitely, pet care is for life not just until you're bored
Controls
keyboard
movement: arrow keys, wasd
action: x/e/spacebar
gamepad
movement: left thumbstick
action: (A) / bottom face button
feedbackwould be greatly appreciated
RadMcCoolGames
| Windows | https://rad.itch.io/fetchquest-ldjam41 |
| Windows | https://gamejolt.com/games/FetchQuest/335443 |
| Original URL | https://ldjam.com/events/ludum-dare/41/fetchquest |
Ratings
| Overall | 912th | 3.095⭐ | 23🧑⚖️ |
| Fun | 867th | 2.976⭐ | 23🧑⚖️ |
| Innovation | 1036th | 2.762⭐ | 23🧑⚖️ |
| Theme | 755th | 3.357⭐ | 23🧑⚖️ |
| Graphics | 548th | 3.524⭐ | 23🧑⚖️ |
| Audio | 462th | 3.2⭐ | 22🧑⚖️ |
| Humor | 463th | 3.088⭐ | 19🧑⚖️ |
| Mood | 996th | 2.7⭐ | 22🧑⚖️ |
| Given | 19🗳️ | 26🗨️ |
I think if you're going to have the player run back and forth to fetch a bunch of items, it would've been nice if there was some variety like the different objects were in slightly different spots and if it was a bit shorter. Of course, the shorter the walk, the less likely you are to forget what you came out to grab so maybe that takes away from the memory aspect.
I want to keep it feeling like the two game types are fighting eachother. I want to bring some realism to the pet sim genre :P I really need to work on the cat though... I want the pet sim portion to be as rewarding as possible do you have any suggestions?
Also regards the grass texture, thanks for the idea, is this what you had in mind?

I don't really have any major criticisms, this is just a solid game :)!
Pet sim to be rewarding: I think giving the cat and character a personality would go a long ways towards making it more rewarding. Like if the character talked to the cat a little bit when he brought a toy. He could just ask the cat "Is this what you wanted?" and place the item on the table. The cat could then just pay little mind to the guy bringing him something new. Then the cat would push the item off the table (as cats do) and request a new object. No matter what you bring the cat, he wouldn't be happy (which is how the stereotypical cat is), but the character would just want to please the cat so he would go get something else to try to please the cat. You would need to be careful with this to not confuse the player. The player would need to know that the cat was just being difficult and not that the player made a mistake.
Ya, that's about what I was thinking for the grass. It fits the rest of the art style much better.
Thats all great feedback. the kicking the leaves part in particular put me in the mood to maybe create seasons to show a passage of time. And thats just one part of what you said. I guess i want to find a rewarding grind to facilitate playing with the cat, i want to avoid the player feeling contempt for the cat, enjoying both the means and the outcome. Im now planning to go with the house idea and maybe have different areas to interact with the cat... oh and maybe some kind of QTE minigames for each interaction... shit the feature creep is looming.
Thanks again that was really helpful :)