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Catastrophe's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Accessibility | #25 | 3.316 | 3.316 |
| Audio | #52 | 3.263 | 3.263 |
| Graphics | #52 | 3.579 | 3.579 |
| Originality | #67 | 3.421 | 3.421 |
| Overall | #70 | 3.158 | 3.158 |
| Fun | #76 | 3.000 | 3.000 |
| Controls | #107 | 2.684 | 2.684 |
| Theme | #138 | 2.842 | 2.842 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4.1
Wildcards Used
Rage Room; Personalized Copy
Game Description
Play as a cat trapped in a museum!
How does your game tie into the theme?
You play as a cat and destroy ceramic critters
Source(s)
N/A
Discord Username(s)
Davideogame
Participation Level (GWJ Only)
3
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Comments
Fun! Smashing the artifacts is very satisfying. Platformers in first person are notoriously tricky to make, and I think the hold-to-jump here is not the easiest to control as it's quite difficult to estimate exactly how far it's going to take you. I played again with the simplified jump and I prefer it, mostly because I could tell roughly where I was going to go due to the instant feedback of the jump distance/height each time. I think perhaps if you had more time (as this is a little complicated) you could add a line/arrow/circle for where you're going to land after a jump, to help the player line things up. Anyway, I had fun playing this game, nice entry :)
It's a jumping puzzle!
In games with such a demand for precision, the timer works better like a speedrunning tool. It is rather difficult to get the hang of the jump, so a structure similar to Getting Over It may work better.
I like the premise of this game, and it's rare to see a hyperrealistic art direction in a game jam. But I think for a game that relies so heavily on movement, the "charge-up" jumping mechanic was counterintuitive to the game design—especially considering there's a timer running.
If you missed the jump (which was likely, given its unpredictability), you'd have to do a charge-up jump on each previously cleared shelf, and that's quite tedious—as was trying to get up the stairs (upon reaching the summit, it was very easy to spin back around quickly and fall off again to the last step).
I'd much preferred to have a regular jump function, and would have probably still found it challenging, but more achievable. But again, the idea of being a cat breaking expensive art pieces is a fun premise, and I enjoyed the interesting atmosphere you cultivated here. Was also highly impressed with the way the ceramic broke into shards. Great job!
EDIT: I didn't realize there were simplified jump + no timer options. Good accessibility!
Fun concept!
I think you should speed up the jump charge meter, to make the gameplay faster. There's also a small thing with the stairs... I feel like it would be more enjoyable to run on them instead of jumping. Running on stairs would make the player feel more agile like a cat, rather than some little goblin.
Also it's a bit hard to aim at objects, so some trajectory line for support would be a great.
I am terrible at parkour games, so I had my kid play for me. 😅 He said it was awesome and gave you a 10/10!
That's great, I'm really glad he enjoyed it!
This is a great looking game. Well done! I had fun breaking everything. The jumping mechanic is interesting, if it was just a little bit faster it might feel like more of a smooth experience. I tried it with the simplified jump and it still feels just as challenging without the jump meter. Overall this was a fun experience!
That's a good point about the difficulty. I wanted to keep the meter because I had some plans for a QTE with it, but I think it just felt frustrating as a result. Thanks for playing!
Nice entry - especially the photorealistic environment. Given the time limit, it's a little frustrating for the jump windup to take so long.
Thank you for the kind words and for playing! I felt it was a little sticky but I was used to it by that point, probably could've used some other eyes or more iteration.
Pretty fun! Got the hang of the jump height pretty quickly and it was effortless to jump on all the platforms
Glad you enjoyed it and found it intuitive! Thanks for playing!
Really fun game! I found the jumping quite hard at first but when I realized look direction also mattered it got a lot more doable. Breaking things was super satisfying, good job!
peak gaming
Likewise, thank you!
Really cool, I like the outside view by the windows, I tried to escape :D I wish there was a bit more objectives or rewards maybe, like when you achieve a difficult jump. Well done with the breakable, it seems very hard to do.
Yeah, that's an interesting idea, maybe some sort of bonus if you break some in a combo or something. Thanks for the feedback and for playing!
Very interesting idea. The mouse perspective is very cool. Nice job :)
Thank you! Definitely inspired by the L4D hunter, haha.
This was a fun one. Once I realized that my camera help determine my takeoff angle I was smashing things with ease. I liked all the art piece cards. I thought it was a clever touch. Only thing missing for me was little cat paws for batting things off the shelf.
The cat paw was definitely on my list (along with catnip) but got cut for time. Glad you enjoyed it, thanks for playing!
There is something very satisfying about being a cat and knocking things over. I found it difficult to time my jumps right, but when I did manage to break something it made me smile.
Thank you! I spent a lot of time on the breakables so I'm really glad you enjoyed it.
Cool submission! I found it a little too hard to land the jumps and destroy the things, but, overall, it's really fun to jump around and destroy stuff! Congratss!
Thank you! I think if I'd had more time I'd want to add tables and such to make things easier to navigate, but I painted myself into a corner with the level of fidelity I wanted.