Super fun to play. Like others have noted, the idea with gradually playing against your past selves is incredibly dope and worth pursuing more!
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Paws Inc.'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #5 | 4.038 | 4.038 |
| Visual | #6 | 4.385 | 4.385 |
| Overall | #23 | 3.615 | 3.615 |
| Fun | #23 | 3.500 | 3.500 |
| Theme | #65 | 2.192 | 2.192 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Are you using any third party assets?
Third party assets are used.
Are you using any AI generated assets?
we used AI Asset only for mainmenu background image
Comments
Confronting past versions of yourself is something I didn't actually think of as a game design, very unique and cool! Something to explore would be to "improve" upon the past versions as well. The whole game loop actually reminded me of Reinforcement Learning techniques from ML (sorry for a nerdy reference!).
It was also a bit Synthetik-coded for me for some reason, which I'm not against at all (maybe due to equipment choosing? could this be explored as well?).
Props for implementing a global scoreboard, even though it may be broken now!
Thanks for the feedback!
Also, the ML example wasn’t too nerdy for me actually I was into AI and image processing during my bachelor’s degree, so I got what you meant :D About the equipment choice we wanted the player to select equipment for strategy, but because of the jam deadline, we couldn’t go much deeper with that part. Thanks for playing !
I love this! Got to simulation 15 before I died. You should really think about pursuing this game further :P
I believe that endless mode really shines here, as it takes full advantage of the gameplay mechanics when there’s a large amount of clones shooting at once. All of the bullet modifiers and auto-firing comes back to make your run more difficult, which adds a layer of strategy to how you choose to progress.
Since endless mode focuses on score, I’m curious if adding incentives such as bonus points or multipliers would encourage players to pick riskier load-outs, thus adding to the chaos?
All in all, this is an interesting and visually impressive entry!
i feeeeeel like the gameplay doesnt really make sense, but that aside the experience overall makes sense dont get me wrong. it's mainly that you wait for the density to spread out for all of the attacks before you can safely pass through which kinda slows it down too much, and the player shot is also so slow that you end up just kinda waiting for the enemies to stop shooting before you can actually go in and hit them.
with some constraints on the level to make actually fighting the enemies more worthwhile and the pacing better, and some more.. intentful? design for the enemies and attacks etc i feel like this would be very good. (except for the screenshake)
the visual style is excellent, and while im not a fan of the music genre personally it accompanies it extremely nicely. it just works.
Thanks for a feedback !
You can dash through projectiles, because the player becomes invincible during the dash(its written in how to play page). So you don’t actually have to wait for the clones’ shots to spread out. Maybe that part was easy to miss.
The player attacks are slower compared to other top-down shooters because we were trying to create more of a bullet hell effect. The shots you fire in one round come back as clone attacks in the next round. After a few rounds, because of these slower projectiles, the screen starts to feel more like a bullet hell boss fight. So yes, compared to classic top-down shooters the projectiles are slow, but that was intentional.
We also assume that the player can learn the clone patterns, because the clones are repeating the player’s own previous movements. Because of that, when the player wants to kill a clone, shooting in the clone’s movement direction should be enough. It should not make killing them too difficult.
If this were a normal top-down shooter where you cannot predict enemy movement, then slow projectiles could definitely become a problem. But in this case, since the enemies are clones repeating your previous run, we think the projectile speed works for the design.
oh snap my bad.. i've been playing wrong correctly LOL, i thought the enemies were just having a stroke and gave up chasing or something. i usually only end up reading the text if the game gives me problems (like not knowing how to jump or something and being stuck) so i ended up missing that youre fighting yourself entirely (again my bad).
i gave it another 2 runs, i feel like it kinda still takes too long for the game to ramp up if you dont shoot randomly and it just kinda ends if you make a mistake, but it definitely makes a lot more sense. ive adjusted the ratings accordingly.
I can see the bits inspired by KILLOVER ^^
It's neat overall, the twist of having to actually choose your weapon/perks adds something fun even tho they're all very efficient!
I think I'd like the game a little bit faster, the neons and voice are great and very punchy but felt like the action didn't match that pace!
I eventually managed to win the story mode after around 10 retries.
I enjoyed the game! The presentation is super stylish, everything fits very well together. The game controls perfectly and fighting your previous incarnations is fun, it doesn't happen a lot but you feel really dumb when you get killed by one, it's hilarious. Strong weapons with several bonuses feel powerful. The intro to the boss fight is super cool. I'm still not sure whether the boss eventually get the upgrades you picked but it was fun trying to pick all the worst ones either way. However what's sure is that it was satisfying to finally beat the boss as it gets hard to reach when it only has a few hps left.
Thanks for sharing!
As a sucker for cyberpunk/blade runner, I really enjoyed the atmosphere, both visuals and sounds.
Well done!
This is an interesting concept but once you understand it i end up spending most of my runs intentionally firing as little as possible and standing as close to the center as i can to make future runs easier. dying in one hit made me not want to try the whole thing to get back to the boss again, restarting from just before the boss fight would have been nice as an option.
Otherwise really complete design, the artistic aspects are striking and i really like what youve done with the vibes here c:
Thanks for playing and for your feedback!
About your tactic, yessss it’s one of the best strategies for story mode, but in endless mode you won’t be able to rely on it after 10 or more simulations :D Also, for endless mode you don’t have to beat the boss. We made the boss as shrink theme, but our main focus was endless mode, also we think it’s more fun to play.
We’re glad you liked our game! :D
Enter the Meowtrix !
Now unlike neo i might not know Kung Fu, but this was a really awesome game, i like the whole cyberspace deathpmatch theme of the game, plus i got to play as a badass shades x trentch coat wearing cat with crazy sci-fi guns ?
I’m in B)
The neon aesthetic and the spritework are really rad, plus these music tracks are certified bangers. Gameplay wise this was fine, and i really like the variety of guns and gameplay modifiers you get to pick in between rounds there seems to be quite a lot :o
Overall solid experience, well done ^^
Man, this game starts off awesome. I stayed on the title screen for a bit just jamming to the music and enjoyed the visuals. The effects were really well done, and I never thought a cat could look that badass. The options menu was well done too, and made the game feel really complete. Overall, the whole thing felt extremely polished. I loved the punny perk names and the variety of them as well.
The gameplay combined with the music reminded me of twitch-based FPS games like Quake or Unreal Tournament, especially with the multi-kill announcements. "MEGA-KILL" never stops feeling rewarding. There was so much visual polish in the small details. The art style was amazing, and every gun type felt uniquely tailored with its own sound, screen shake, and overall feel. The boss intro was great too.
I also managed to get a decent score for the leaderboard and was going to submit as WhiskerPixel, but unfortunately, it wouldn't let me submit at the time. After refreshing, I got an unauthorized message. Sad times :( But still had a lot of fun getting up to that score.
This honestly felt like a complete game, way beyond just a jam entry.
I really like the art and music! I found the text in the main menu to be very hard to see due to the effects. But the main gameplay loop of the game is very fun! I really liked trying out the different weapons and having to think about my movements for future runs. Overall a great entry!
Thanks for a feedback ! Effect density in Web and Windows build issue that we don`t have in Unity Editor. Actually effect was good in Unity but after we uploaded game and tested effect was more dense than we have before and we couldn`t have time to arrange that properly for builds, i hope we`ll fix that after jam !
Nice job! The art and sounds were amazing and the weapons were fun to use. The gimmick of past versions of you as enemies is also really interesting.
To improve, I think currently the beginning of the game feels too easy as there's few enemies with usually small ranges within such a large play area which you also need to seek out to continue, so maybe limitting the play area to be smaller at least for the start could make it more interesting.
This is amazing for the limited timeframe and visuals look amazing!! Great job:)
The visual style is good, but text in the menu is hard to see due to the glitch effect







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