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A jam submission

catastropheView game page

Defeat villains as a cat with abnormally large gauntlets, or not.
Submitted by demoxyo (@demoxyo)
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catastrophe's itch.io page

Results

CriteriaRankScore*Raw Score
Play#153.5653.565
Horny#193.6523.652
Sound#243.1303.130
Aesthetic#273.6963.696
Overall#283.0963.096
Kink#313.0873.087
Ambition#343.1303.130
Narrative#372.7832.783
Stealth#372.2612.261
Novelty#403.0003.000
Harmony#482.6522.652

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

HostSubmitted(+1)

ahh whoops i did not realize there were sex scenes with the other fights until i skimmed the other comments.  yeah that's kinda the problem with sex as a consequence of failure.  also it makes sex a consequence of failure which is kinda weird if you think about it

cool little take on undertale style bullet hell though.  possibly needs a tutorial fight instead of a screen of text, but, i get it

Submitted(+1)

ahh this is a fun game (: glad it rewards me for playing badly bc I kinda failed big time. oh boy, and Aso's reward sure was BIG :3 good job, did enjoy!!

Submitted(+1)

I like your twist on Undertale-style combat, the parry mechanic that risks damage to speed up the fights is a really cool and fitting addition! The variety of bullet patterns add some fun depth. I like the art, scenes for winning would give players something to work towards, but I'm guessing those were planned. The music and sound effects are very fitting for the arcade-like gameplay. The setup almost feels complete, I hope you'll return to this game after the jam to add that last bit of polish and spice!

Submitted(+1)

The music and bullet hell are both top notch, and I would love to see the future game where the story evolves beyond losses. but in the meantime, I sure do enjoy the losses >u>

Submitted(+1)

Definitely agree that no win states is a shame, especially since the quality of the loss states is really quite high! The art is a real highlight, and I love the parrying mechanic! Agree with the other comments that it felt too slow and the player movement being sluggish - you could have sped up movement quite significantly. I also found there weren’t a lot of situations I HAD to parry - it felt like the game was missing some box-wide attacks.

Definitely was sad there wasn’t more of this - I’d def check it out again if you updated it post jam!

Developer(+1)

Yes that currently is the plan, I do plan on making a pretty large update a few weeks after the jam is over so there's that, I actually have quite a few scenes drawn and written for wins and a combat overhaul! Really glad you liked the  art :3

Submitted(+1)

I wanted a reward for winning, there is no love for the tops TT (/j)
Very nice art, cute music, interesting mechanics. The movement was too sluggish and the hardest character being the first one was kind of fun but also frustrating (and I hope for reward for beating him, since he talks about it in the defeat scene... I guess I'm doomed to keep the plug forever).
First and second enemy were too slow to be challenging, I half expected them to comment on a loss being clearly intentional huhu

Submitted(+2)

Cute art, always a joy to see bullet hells on here.

Submitted(+1)

I've actually made some undertale stuff in the past. So I have two suggestions here. Player movement is too slow, feels sluggish and can make some of the attacks in the Aso fight impossible to dodge with unlucky spawns (I found that one the hardest by far). And I think with parries the bullets should be a brighter blue to be more visible, and it should disable the bullet after parry, I won the Soro fight in 2 turns by just parrying the same fan over and over again.

Art is wonderful, exactly the kind of style I wanted for my thing. Wish I had the skills to replicate something similar. Love a good tail scene.

Submitted(+1)

There’s some nice attack patterns here, and I think parrying in a bullet hell is a great idea! But player movement is a little sluggish and the parry comes out a little slow. I think everything could be sped up a little to make combat feel more energetic, faster but less dense attacks, faster player movement, and a parry that starts sooner. I did enjoy the challenge enough to beat all the fights though. But I do wish there was some incentive to win.

Developer

Oo that's fair. I do feel like I pulled back a bit too much on the combat since it was initially way harder and fast paced, but the idea of faster everything does strike me. Thanks for playing :3

Submitted(+1)

Shame there was no win states. All the art for the game overs was very nicely done. I also liked the big paw animation the rabbit had. Since the game is a bad-end set up, I imagine some of the unfair attacks were intended. The non-telegraphed green paws were occasionally frustrating when they just blipped in for huge damage. 

Developer(+1)

win states are definitely something I will be looking into! Thanks for playing :3

Submitted(+1)

I like the designs and the end scenes.
For an instant I wished for a scene where they held the player when losing and a reversal when winning.
I tried to win for completion sake but the extra reward would be a treat for my efforts

Developer(+2)

wait that honestly sounds so awesome, I will look into doing this :3

Submitted(+1)

A fun take on Undertale, a bit too hard for me but I've never been good at QTEs. The artstyle is really good and the characters are really expressive. Good job for your first jam :)

Developer(+1)

Thank youuu :3

Submitted(+1)

This was fun! I like Undertale's combat, so of course I was gonna find this neat.

I will say though, I feel like the difficulty could've been spread around a bit. I beat both the first and second bosses on my first try, while the third boss took me like, 10 tries.

The third bosses spiral attack was what kept getting me. Moves like that are why Undertale has invincibility frames.

The parry is an interesting idea, but the timing seems really finicky, and way riskier than just moving out of the way. You could've made it relevant/necessary by making attack patterns that require it, but I'd recommend making the timing more forgiving, along with adding some indication that the parry cooldown is up.

Also, one other thing, (a common mistake that even I have made in the past) I think this game very much expects to be ran at 1920x1080, which means that everything gets scaled down a bunch and moved into the top left corner.

Your could fix this really easy, you just have to go into the project's settings, then go to "Display", "Window", "Stretch", and then change Mode to either "viewport" or "canvas_items".

I hope that helps!~ P.S. I attached a screenshot for convenience!~

Developer

ahhhh thank you so much for the detailed feedback! Yeah the parry was lowkey just there, it would’ve been fun to get some form of attack pattern properly setup for it.  I’ll look into fixing some bugs you pointed out soon :3

Submitted(+1)

Oh right whoops I should mention that I was playing the game at 4K, or 3840x2160.

Developer(+1)

just pushed out a couple fixes. Sadly I don't think I can stretch out the game because of my jankass hardwritten code (aka BoxCenter = Vector2(960, 600)) but I tried at least forcing it to not be fullscreen, I hope that in someway fixes the bug ;-;

Submitted(+1)

Nice proof of concept, nice art. I was bit disappointed there was nothing for winning. It’s almost like the entire point of the game is to lose! Ha ha ha who could imagine

Developer

Hehe, my focus may have been placed somewhere else 👀