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Fur Around & Find Out's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #67 | 3.007 | 3.214 |
| Gameplay | #82 | 2.606 | 2.786 |
| Overall | #97 | 2.205 | 2.357 |
| NES Feel | #102 | 2.071 | 2.214 |
| Audio | #124 | 1.136 | 1.214 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I was on a high platform in the first level and did a big jump down... but the camera was higher up so I couldn't see where I was going. I landed on an enemy ball and died. Would be nice to have the camera move ahead so the player can adjust the jump.
Thanks for the feedback, and thanks for playing!
This might qualify as a rage game LOL
At first I was mad about there not being checkpoints but in reality it's not a long game. Routing a safe path to the end while getting all the gems was fun. I didn't know you could slash until the boss, so maybe that skewed my perception haha
Wish there was audio! Or maybe there is, and I've broken it somehow?
Also, if you die (not game over, just respawn) the gem counter doesn't reset despite the gems themselves respawning. You can go over the max that way.
Haha, that seems to be the pattern of games we make.
Glad to hear you had fun, even though it was frustrating. Ah, we probably could have made the slash more apparent in that case.
We would have loved to have audio, but unfortunately, we ran out of time and saved that for last.
Noted on the gem counter bug. I didn't reset it like I should have :-)
Thanks for the feedback, and thanks for playing!
I got her, the entire ending cutscene is super cool.
I enjoyed the game. Some parts look more like something you would find on NES (the boss really does) than some others but the game looks very cool with especially great enemies' animation, it controls well and the difficulty is perfect for the jam, it took me a few tries just as I wanted to.
Thanks for sharing!
Awesome! Great job at beating it! Glad to hear someone was able to :-)
Glad you enjoyed it!
Thanks for the feedback, and thanks for playing!
Rough around the edges but still has charm to it
the graphics didn't feel all too NES-like, but were enjoyable on their own
There was one part during the game that I needed to do a blind drop to a platform below (ended up gambling on a long jump instead and got spiked) so I'd just be aware of the camera and what you can and can't see while playtesting. Always try and approach it from a new player's perspective, if you only drop down because you know the platforms there having built the level, it's not quite ready yet.
Not the long one onto the platform with gems to guide btw, that one was fine, it was earlier on.
Otherwise the game felt pretty good, The smiley enemy looked a bit like a collectable to me, where the grimoire? later on did not. (well it kinda did but in the context of the smiley enemy I did swipe at it first to check xP)
Some audio would go a long way in improving the game feel.
This is great feedback!
I know exactly the dropdown you mean. I adjusted it a bit, but it could have used more work, so it wasn't a blind jump.
Thanks for the notes on the grimoire (that was indeed what it was meant to be :-) ) and the smiley enemy. Some highlighting around the grimoire and enemies could have made them pop out from the background a bit more for sure.
Ran out of time for the audio, but really wished we would have added it.
Thanks for the feedback, and thanks for playing!
Very nice work!!! your art is very likeable!!
I personally liked the score feature, gives the feel of arcade.
You are doing a great work, keep it like that!!
Thanks very much for the kind words! Glad to hear you enjoyed the art and game (especially the score feature).
Thanks for playing, and thanks for the feedback!
I personally really enjoyed the cutscene design; everything was very charismatic and fun. I just found the controls too sensitive, but apart from that, it was a cool experience.
Glad you enjoyed the cutscenes! Noted on the controls. If we make another platformer, we will definitely keep that in mind.
Thanks for playing, and thanks for the feedback!
This is pretty well implemented. There’s no weird collision or jerky actions (aside from the movement feeling a little sensitive). I can tell your programming skill is high enough to make good games, you just need better game design and nothing will stop you. Your art is very funny. It reminds me of comics and we don’t see many games using this kind of hand-drawn art ever since games like day of the tentacle went out of style. If you make more games please put in drawn graphics like this game has.
Glad you enjoyed it, the art especially!
Out of curiosity, is there any specific feedback you have on the game design that could improve it, or that didn't feel right? Always happy to hear how we can improve our work :-)
Thanks for your feedback, and thanks for playing!
The main thing I think could be improved is the level design. I see that you have the common instinct to make branching paths in levels, but you actually should avoid that even though choosing a path seems interesting on paper. In practice you’re just turning your level into two levels and people will think they have to backtrack to get and see everything. Branches should be for secret areas or secret exits. Also I think one-hit-kill games should be more forgiving with checkpoints.
Appreciate the feedback, thanks!
Great work on the art style and challenge balance. It really captures the CURSE feel. A few notes that could elevate the game further:
- Audio: Adding music and SFX would make a big difference in storytelling and immersion.
- Diamond mechanic: I noticed the diamond count persists through death, and diamonds respawn each time. This allowed me to collect the same diamonds multiple times in a single run and inflate my score. If this isn’t intentional, it might be worth revisiting.
- One visual note: In the final cut-scene, there’s a beam/blast effect that, to me, reads as unintentionally phallic, especially with the white streaks. I can’t say if that was intentional, but it stood out and could be distracting or disturbing for some players. You might consider adjusting the shape, color, or particle details to avoid that interpretation.
Solid foundation! I look forward to seeing where you take it.
Glad you like the art and challenge :-)
- We had audio planned but sadly ran out of time. It definitely would have improved it. Completely agree!
- Yeah, another issue of running out of time. We would have liked to implement a reward system of some sort. For example, if you collect 50 or 100 diamonds, you would get a bonus life.
- Interesting observation on the beam. We definitely didn't see it that way, but I can see how you would. We modelled after the classic power beam from Dragon Ball Z.
Thanks for the great feedback, and thanks for playing!