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A jam submission

Kitten Must LiveView game page

Protect the kitten. Survive the horde.
Submitted by Avi — 6 days, 14 hours before the deadline
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Kitten Must Live's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#413.8573.857
Sound/Music#713.4293.429
Art / Graphics#1293.2863.286
Controls / UI#1442.8572.857

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

AI Assisted

If you have competed before, how has your game changed?
Kitten Must Live existed before this event, but it has since received substantial updates, including new enemy types, run-based upgrades, diamond rewards, improved audio, gameplay balancing, bug fixes, and a new environment.

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Rating

For 13+

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Comments

Submitted(+1)

Fun game! Easy to pick and put down, and the slow burn of getting overwhelmed and real time decision making on guns and upgrades were pretty engaging. 

Thought the audio was also top notch! 

Submitted(+1)

Overall, the gameplay was easy to get into and never dragged, so I enjoyed it all the way to the end. It's simple, but it's carefully made, and there was nothing that felt off anywhere. One thing that stood out to me was that the gameplay didn't change up much. If some kind of new mechanic were added, I think it could become the sort of game you can't put down. Thank you for a fun game — the kitten was protected!

Developer(+1)

Hi MacotoSeikatsu,

thank you for playing, and well done protecting the kitten! I’m glad you enjoyed the full seven-minute run.

Your point about gameplay variety is helpful. I’m exploring ways to make the different stages of a run feel more distinct while keeping the game’s simple core intact. I’d like future updates to evolve naturally through playtesting and feedback from the community.

Submitted(+1)

The interface is simple, the controls are easy to understand, and the game is really fun. It has a good amount of tension, and it definitely made me want to keep playing.

One thing that could improve the experience is showing a short description the first time you pick up a new gun, so the player can quickly understand what it does.

I also found the UI on the left side a little hard to notice. Making it more visible and intuitive would help a lot.

Lastly, I think it would be even better if collected guns were added to your inventory and you could switch between them, rather than simply replacing your current weapon whenever you pick up a new one.

Submitted (2 edits) (+1)

This was fun, a little rough, but fun.

I think the game is mostly lacking in clarity, it's missing a solid help menu or tutorial to explain things like upgrades, coins, weapon types, so I'm left to my own devices to work things out... Apologies for the wall of questions, you don't have to answer them, mostly just things to think about including in a future tutorial

  • I still don't know what coins do, is it just rerolls?
  • Why do I collect 2 diamonds to be rewarded with an item that just spawns on the ground sometimes? Is it more potent? It feels like it should be important.
  • What causes upgrades to get unlocked in the first place? It felt random.
  • Why do I press U to open the upgrade menu and Space to open the reward menu? Why aren't they the same button? Or better yet, why not just open it automatically? If there's some strategic reason to defer an upgrade, I have no idea what it would be.
  • I also don't understand how the visibility system works? I usually can't see zombies that aren't in the circle, but sometimes I can? and sometimes they look faded out? Is it supposed to do that, or is that a bug?
  • Are the guns upgrades or just side-grades or preference?

As far as other loose suggestions go, maybe make a slight visibility bubble around Kitten too? Perhaps we can somewhat control Kitten as well, like with wasd to move them around a bit? That could add some more mechanical depth, let you kite enemies around, maybe you need to explore to find more powerups. Maybe instead of switching guns on click you can unlock new guns to switch between anytime like an arsenal, perhaps even with different ammo types of varying rarity if you want to go that route.

I dunno, lots of directions you can take this, it's a very solid base to develop from.

Good luck!
p.s. I recorded my gameplay, if you feel seeing someone's unfiltered experience would be useful to you let me know and I'll publish it

Developer (2 edits)

Hello Ace,

Thank you for the helpful feedback! I’ll address these issues in the next update.

I’d love to watch your recording, feel free to publish it!

Submitted(+1)

Sure thing! Keep in mind, I'm not a content creator, just a dev, I'm not practiced at saying what I'm thinking or feeling live. Oh yeah, and this reminded me there was a glitch I encountered at the end when I clicked "submit score" where the game got into a weird state that I couldn't exit to menu.