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A jam submission

Towards the CatBallStellation: Collide, Connect, CreateView game page

Submitted by someYY — 1 hour, 7 minutes before the deadline
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Towards the CatBallStellation: Collide, Connect, Create's itch.io page

Results

CriteriaRankScore*Raw Score
Community's Voice#2331.8832.154

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Creative Vision / Rationale / How Did You Incorporate the Theme
Interpretation of the Theme:
My interpretation of the theme (Connection and Creation) is that while connection is the fundamental bedrock of our world, it is often synonymous with "colliding with the unknown"—a process that is frequently unpredictable and can result in mutual injury. Creation, however, represents a higher form of connection. It is a way to connect through self-projection; it significantly increases the efficiency and reach of our connections while greatly reducing the harm caused by a single direct impact.
Vision:
Through this game, I hope to present my reflections on this dynamic and guide players toward empathy and difficult decision-making. To achieve this, I implemented the following designs:
The Mystery of the Other: Units that appear identical before impact only reveal their true nature after a collision. There are currently four types representing different social attitudes: those that aid your progress, those that bounce you back but restore energy, those that act as "black holes" draining your soul, and those that are merely fleeting observers.
The Economy of Energy: Connection requires energy (the drag-and-launch mechanic), and a soul's energy is finite. In this world, one must rely on three sources:
a) Sanctuary: Represented by the "MotherCat" (the family/partner).
b) Positive Feedback: Gained through meaningful connection with "good" units.
c) Creative Output: Gained through the act of self-expression.
(Note: The projectile/barrage mechanic for transforming enemies was planned as a representation of "Creation," but remained limited due to time constraints.)
The Loss of the Harbor: I designed a narrative arc where the MotherCat can no longer accompany the player, eventually turning into stone. This is intended to evoke empathy and force a choice: when the "safe harbor" that restores your energy is gone, do you still have the courage to reach out to strangers who might harbor malice? Ultimately, to move forward and survive, we must remain brave enough to keep connecting.
Entropy and Pacing: Originally, energy was designed to decay over time to simulate social exhaustion. However, due to the 3-day development limit, I pivoted to a forced-scrolling mechanic. This creates a sense of "pushed progression" and sets the stage for future Roguelike elements where players could develop different social or creative tendencies.
Divine Intervention (The Creator): When the guardian is gone and the CatBall is depleted of all light, an external force is required to continue. I chose to let the Player inhabit this role—as the "Creator." Pressing Space to give life back to the ball is a metaphor: to play is to create, and to create is to warm others, much like a kind word spoken in the dark.

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Comments

Submitted(+1)

This is a fun interpretation of the theme! It left me with a lot of questions like why do some orbs give me glowing dots, but others don't, which I still don't undertsand after playing a few times. Some advice I would give is to alter the text a bit, showing the player text while the screen is moving, and they should be doing stuff is a surefire way to not get anyone to read your text. There were times when I was too focused on moving the ball to read. My favorite thing in the game is the ending which shows your whole journey. That was super cool. Great job

Developer(+1)

Thank you so much for the feedback!

To answer your question about the orbs: I intentionally designed them that way because I wanted to express that connection doesn't always result in positive feedback. Just like in life, some interactions restore you, while others might not.

And yeah, you are totally right about the text! I realized it was hard to read, but it was already too late to fix it before the deadline, haha.

I’m especially happy that you liked the ending journey. It feels like you really understood what I was trying to convey. That means a lot to me.

P.S. I just played your game and left a comment! I absolutely loved the concept and the warm feeling it gave me.

Submitted

This was a unique interpretation of mechanics for the theme. I, however, struggled to understand what was happening. I did enjoy it once I understood how the game connected with the theme. However, it should be a bit clearer while playing.  I would say to refine the "dialogue", as it was a bit hard to focus on both the game mechanics and the words on the screen. Good job on the game jam!

Developer

Thanks for the feedback!

You are totally right about the "dialogue"—it was a lesson learned for me that reading text while trying to survive is really hard for players to focus on. I'll definitely try to separate them next time!

I'm glad the theme connection eventually clicked for you. :D

Submitted

I really like this game. The mechanics are simple but very intuitive, and the feedback is especially well done. It took me a little while to fully understand that my goal was to create as many connections as possible within a limited time, but once that clicked, the experience became much clearer.

Putting aside any polish/time-limit feedback, I feel that the game’s interaction and progression form a very strong and thoughtful interpretation of the theme. Good job!

Developer(+1)

Thank you so much! This comment truly made my day.

I was actually worried that I didn't convey my design intent clearly enough, so seeing that you "got it" is the best feedback and encouragement I could ask for! Thank you!

PS: I just played bwd and left a comment. I was deeply moved by your beautiful interpretation of connection!

Submitted

If development time becomes heavily restricted, I would recommand focus all time and resource in getting out the basic game mechanics. It's like what people do in 48H game jam. If 2 days are possible, 3 days are, too. You just need the right focus. Better luck next time, don't give up.

Developer

Thank you for the solid advice!

I definitely didn't manage my time well for this jam... I really hope to improve and do better next time! ~

P.S. I just played Temporal Hopper. It's amazing! I hope to reach that level of polish one day. :D