A Precious Path by ToineF
You are a cat that was experimented on in the modern day. An experimentation went bad, and you were sent to a medieval world... Along with gems. When they saw you appear, the gards captured you and threw you in the dungeon, intending to dissect you. You must escape the dungeon, aided by the power of the gems that appeared alongside you!
Ratings
| Overall | 784th | 3.316⭐ | 21🧑⚖️ |
| Fun | 693th | 3.263⭐ | 21🧑⚖️ |
| Innovation | 1028th | 2.778⭐ | 20🧑⚖️ |
| Theme | 1019th | 3.105⭐ | 21🧑⚖️ |
| Graphics | 784th | 3.316⭐ | 21🧑⚖️ |
| Audio | 500th | 3.294⭐ | 19🧑⚖️ |
| Humor | 377th | 3.219⭐ | 18🧑⚖️ |
| Mood | 615th | 3.412⭐ | 19🧑⚖️ |
| Given | 45🗳️ | 0🗨️ |
The cat slides a lot which makes some jumps very difficult
I would suggest adding some coyote time !
1. I love the mosaic title :) (oh, and did not notice the dot on the "i" was a cat’s head!)
2. and the title screen music is beautiful and sweet! Well done
3. controls are layout-independent, great (I have an AZERTY keyboard). :) AND arrow keys are enabled
4. dialogue-introduction is a very nice touch for immersion; and the cat is over-cute
5. falling (I was wondering if there was something down there): funny reversal animation. By the way, notice the flailing tail in still animation
6. a simple 2-image walking animation for the guards would have been nice (but I guess too short on time). Nice touch to have a turning animation!
7. WOW, hard to hit without getting hurt! :o the fact that the guard does not stop is the reason. So, better ~~stab~~ scratch in the back. And our reach compensates a bit. Also, nice to have the "recoil" effect when we are hit
8. I like the dungeon visuals, including torch light effect
9. second level: still not sure what the 10-second counter does! Ah, gem duplication?
10. agreed with the first six comments (!) that the cat is a bit too slippery!
11. since we have apparently all of our time, I think some pressure should have been added so that merely waiting does not make the 10-second mechanic apparently somewhat moot. Oh, discard that, getting the grey ball, I see this is one such penalty that forces you to go fast, great! :)
12. end of 2nd level: carefully placed blue gem near the end, level design seems meticulous
13. 3rd level. Like those guiding arrows, nice touch!
14. yellow triangle (Triforce? XD) power: nice, temporariness! The powers seems varied
15. white gem again; I like how the powers are to be understood by experimenting, they make themselves clear! :)
16. and for the blue gem amongst the three jumping blobs: I also like that you can CHOOSE what gems to take or not. It opens up various ways of playing
17. 2nd try at level 3: did not notice that the lasor power makes you jump lower! Nice balancing
18. part with grey and black gems: I wonder if you can get locked… Or do some gems reappear?
19. level 4; beat it on first try, this one is simpler! (I suspect time struck ;))
20. I like the outside! :) The end. Oh no, Space passes the final screen! <:o I hope there was nothing more? It was apparently the same music as the title screen, but do tell me if I am mistaken
21. side question: what did you use to make the game? :)
**Takeaway:** a cute platform game with interesting balanced powers, including detrimental ones or semi-detrimental ones! I wonder if you could just remove the attack mechanic altogether, it seems the game was still perfectly manageable without it (except maybe if you stumble upon an enemy while having the grey ‘weighty’ power). Some less slipperiness would also help, but apart from that, the gem self-generating mechanic was interesting and has potential, and the levels already offered several possibilities depending on the player, and some challenge.
Thanks for the catty obstacle race. ;)
[Do not forget to review, if you have enough time; it will also help yours get noticed and have testers and feedback. :) I see you have zero karma but have rated many games! :o This would definitely help you cross the 20 threshold.]
I like that you can fight but it's really annoying that the cat is forcibly faced away from the enemy when hit. It's better to just dodge.