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A jam submission

BotCatView game page

Submitted by Zayed Damoon — 6 days, 18 hours before the deadline
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BotCat's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#93.7273.727
Overall#242.4772.477
Metroidvania#282.0002.000
Execution#292.1822.182
Enjoyment#322.0002.000

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Gdevelop

Team/Developer
Zayed Damoon Artur Fast

External assets
All made by Artur oh plus the sound and music made by greaf

Prizes eligibility
LearnIndie

Comments on the jam
Thank you!

Reference info
https://x.com/Damooni9

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Comments

Submitted

Loved the art and music.

If there were sound effects, I couldn't hear them. When I jumped in the mech, I couldn't move, and as soon as I jumped, it disappeared. Moving forward in the level I just got swarmed by baddies and could do nothing. So it was basically unplayable. I reloaded the page and retried the game three times cause I saw the great comments from everyone else.

If there was a download version I would've tried that. I'm sad it was unplayable for me.

Submitted(+2)

Like everyone else, I'm a fan of the art and music. The first time I saw the cat in the mech was WOW. More games with cats please.

In case it's useful to you on this or future projects, here's a few level design tips I've picked up from industry professionals:

  • Composition: stick to the same rules of art composition so the level is visually pleasing
  • Guidance: use light, leading lines, pickups/rewards/collectibles, locks (interesting things the player cannot get past) leading lines, and weenies (large or extremely visually distinct objects) to guide the player through the experience
  • A-B Encounter Design: introduce one enemy at a time so the player can get familiar with them, then you can start pairing after they're familiar. Enemies that pair together in interesting ways that force interesting choices, tradeoffs, or new ways of playing keep the experience fresh throughout.
  • Difficulty Curves: basic AAA challenge structure (which works really well and feels great to players) is easy-easy-medium, followed by easy-easy-hard. This lets people feel good about themselves, but applies pressure over time and as their skills ramp.
  • Verticality: use varying heights to mix up the experience and alter power levels.

If you improve your levels, you could really do some amazing stuff.

Developer(+1)

Thank you from the top of my heart this was really encouraging to read and yes, we(Artur fast and the whole magma community artists) are working on it at this very moment. 

The Order of the White Cat thanks you!

Submitted

meow, good sirs/madams. meow

🙌

Submitted(+1)

The art and music are absolutely 10/10—seriously impressive work! Unfortunately, the controls and platforming felt a bit off, and I often got overwhelmed by enemies. Hit detection seemed inconsistent at times. I was also hoping to see more metroidvania elements, but they didn’t really come through in this build.

Submitted

I really like the art and music. Unfortunately I really struggled with the controls (gamepad), and was confused by several things, I think there was a double jump but it was really inconsistent and some of the eletrical things are hazards but not all? Maybe I didn’t get far enough but I never found any metroidvania elements.

Submitted

Fun game and cool art direction.

Submitted

I really like the artstyle and the music is also quite nice, but i feel like its very difficult to understand what is happening, the character sometimes flashes for no reason, the controls are never explained in game and the lack of sound effects makes it even harder to understand. And i dont really understand the robot, you enter it and then it dies? why is it even there. But anyways congratulations on finishing the game at least. Could be really cool if it got polished up.

Developer

Thank you very kindly for the feedback :)

nice work keep it up