Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Kitty KingdomView game page

Defend against the Robot hordes
Submitted by dg — 4 days, 19 hours before the deadline
Rated by 14 people so far
Add to collection

Play game

Kitty Kingdom's itch.io page

Rate this game

In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.

How did you use AI?
I used Claude for most everything: Art, Code, SFX. Suno used for the music.

List of Team Members (name or pseudonyms)
David Geisert

How does your game fit the restriction?
The only input is moving the king, then everything flows from where you move the king.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Really great level of variety and polish for the scope of the game. The length needs cut down, but it was fun to upgrade everything as the waves actually got more and more challenging and fun. Great work and concept!

Submitted(+1)

Great concept - would like to see it without the 'only movement' hinderance, as i think it detracts from the gameplay. The game itself is a lot of fun and well executed - good job

Developer

I agree on the restriction being a bit of a hinderance, especially on the choosing an upgrade.  Dialogue interactions are really useful sometimes.

Submitted(+1)

This is a fun great little game, the art work is cute and the music is a banger. I had an easy time figuring out how to play and what to do, well done! 

Submitted(+1)

Wow, I loved playing this game - I got up to wave 29 before I had to stop due to time, but it was a lot of fun! 
I loved the music, it is purrfect, haha! Super cute and funny lyrics. I loved the little speech bubbles giving the units funny character. Great variety of enemy units! I loved upgrading the King and his squad and taking an active part in the defense. sacrificing myself strategically multiple times to take out the early minigunners :) I am very impressed by the art style and the polish is super impressive, and all the different upgrade trees and options, and I like the ability to invest in the economy, and all the compounding damage and health upgrades felt great to invest in! 
I only noticed a couple of minor issues: I noticed some buildings where I had difficulty standing on the upgrade circles (north catnip farms - perhaps just a bit crowded with the other buildings, still possible). And the towers to the far east: it seemed like their collision detection was just a touch too far down, so I couldnt upgrade options 1 or 3, 2 could just work on one below the road , but nothing on the one above - perhaps due to the enemy warning? 

 I noticed the squad members can sometimes get stuck to the south of the river unless you lead them over the bridge, just a minor pathing thing. :)
I would love an option to turn off just the music, or lower the volume perhaps, instead of also disabling the sound effects when you press "M". The sound effects are great, and I miss them when disabled.

Amazing game, thank you for enabling us to resume the game later, really well done overall!! 

Developer(+1)

I'm glad you liked it!  Thanks for the feedback, and those extra east towers were a last minute add that I didn't test properly.  I want to make a full game similar to this one, but we'll see if I can find the time.

Submitted (1 edit) (+1)

First of all, thank you so much for your recording of Shmoop! It reminds me that these things are played by real people and our decisions impact their real time!!

This is obviously a "complete game" done in a week for a jam, which is a fascinating place we find ourselves in at this juncture of space and the aforementioned "real time."

Everything here is amazing. The music is too amazing, the gameplay and design are an extremely strong implementation of a 2d lane tower defense with a lot of really interesting design expansion.

If I had to create any criticism at all it would be that the graphics can simply go further. This is almost the inverse of what I produced which was a relatively mechanically simple, but visually-expounded-upon eye-candy test. Here instead, we have *all the other parts of the game* with very light eye candy.

That's not bad, it's respectful to the player in some way, but because *everything else is so developed* it stands out as the only place left to offer critique.

Really great game, unbelievably fun song, and thank you again for your time!

Developer(+1)

Thanks for playing!  I had a great time putting it together. I definitely had some bugs sneak in with some last minute changes, but the game still works as a full experience.  I'm interested in taking something like this and making it into a 'complete game' like you say and seeing how it does.

Submitted(+2)

I would give it a high score just for the music, nicely done!

But the game is fun and quite cute, well suited for Godot, could easily be an addictive mobile game

Submitted(+2)

This game is so well built and polished, it's amazing how much stuff was added! As the nights go on it gets a bit tough, but it's a lot of fun. Congrats on the game!

Submitted(+1)

Feedback on Kitty Kingdom

Wow - This is an extremely well-polished game! I could see the effort in it, so I wanted to give you detailed feedback that you could potentially just paste into Claude (I did have Claude organize my thoughts below). I'm maybe being more critical here but it's because this is a fantastic submission.

What worked really well

  • Early progression. Once I got through the first couple of nights and found the flow, the small number of buildings made it easy to learn. Upgrading the castle and seeing new building slots open up was a delightful surprise.
  • The AOE upgrade circles are intuitive and well done.
  • The buildings’ flavor text was a great idea. It makes the kingdom feel lively and dynamic.
  • Upgrade depth. Each building has multiple upgrades with different variations, and the choices were interesting enough that I took my time deciding based on the building slot locations & the enemies I saw coming from their nearby paths.

Biggest issue: too many nights

  • I was fully upgraded around night 30–35, but the game runs to 100 waves. After night 35 I was just standing on the day/night flag, which makes the late game a real drag. I'm actually writing this review while on night 53 standing on the flag. I'm not sure if I'll finish because I've got to pick up my kids in an hour. 
  • There’s already a lot of content, so I’d suggest cutting the number of nights roughly in half or more.
  • If you’d rather keep it long, it would need more upgrades, a deeper map, or unlockable map areas.

Bugs

  1. Wave indicator blocks upgrades.
    • During the day, a UI element shows which units are coming and from which path. Walking up to it shows more detail.
    • That indicator takes precedence over the upgrade interaction. If a wave is coming from the east, the nearby outskirt tower slot can’t be upgraded.
    • I couldn’t upgrade a few spots when I wanted to because of this.
    • Suggested fix: disable the indicator when the player is near a building that can be upgraded. Zoom might also help.
  2. Stuck night (Day 28).
    • The ships destroyed my buildings in the lower-left corner and then stopped moving, so the night never ended.
    • The workaround is to have the king kill them, but it took a while and probably isn’t intended because I saw the ships continue north on another wave.

Suggestions

  • Upgrade indicator. In the late game (nights 20–30) I spent most of my day looking for buildings I hadn’t upgraded yet. Could the little colored circle next to each building become a star or another distinct shape? That would give an at-a-glance read on upgrade status. I’m also not sure what the different colors mean.
  • Music. It sounds like one track on loop. Getting to night 30 took me an hour to an hour and a half. I can be a slow-ish decision-maker in these types of games, but in any case a 5-minute track repeated that long gets repetitive. I’d add two or three more tracks and rotate them.
  • Zoom. As the map gained slots, the upgrade circles got very condensed. A zoom would make fine movement easier during the day.
  • Movement speed building. The dash is nice, but walking around would be more fun if I could sink coins into permanent speed upgrades.

Ideas for expansion (only if you want them, since there’s plenty already)

  • More upgrades
  • Unlockable map areas
  • Different levels with different paths and building spots

Amazing work for a jam. Great showing!

Developer

Thank you so much for the detailed feedback. And wave 53?!?!  I was not expecting anyone to get that far. 
This game does feel like it has potential to be developed further, and I will absolutely use your feedback.

I was just doing my playthroughs and lamenting that I can't play your game as I'm on mac.  

Submitted(+1)

Oh my goodness, I may be able to get the mac project exported & added when I get home - I don't know why I didn't think to do all of them. I am seeing everyone managed to do html and I will figure out how to do that next jam for sure

Submitted(+1)

We're working on adding an HTML copy to the submission

Submitted

I believe I got the html working on our page, it was easier than I expected but from what I understand from Claude the multiplayer won't work on it - feel free to give it a try if you're still interested! By the way... on your game I was able to get through night 100! Starting on Night 83, I had to start using my King to intervene to actually win (so I couldn't win just by standing in place) so I think late-late game scales properly.

Developer

WOW!  Level 100?!?!?!?  I'm blown away and glad you liked it so much.  If you haven't played Thronefall yet I would recommend it, as that is what my game is strongly based on.  There is also mix of Kingdom Rush and Kingdom in there.

I'll for sure play through your game today and make a playthrough video.

Submitted(+1)

I had fun with this one! I felt the gameplay was fun and fair. I will definitely think about making a game of this sort down the line. 

Developer

Thanks!  This style of game is my favourite genre, a kind of city builder horde survival.  If you like this you might also like Thronefall, Repterra, Kingdom, or They Are Billions.

Submitted(+1)

Very nice! I played till night 8 and couldn't get past. Feels a bit unforgiving, but I didn't even know I could build houses, windmills or catnip farms until then so I wasn't making enough money to build enough of an army to fight back. User error. Otherwise great pivot on the restriction! Really fun.

Developer

I tried to direct to the houses with some of the bouncing yellow arrows, but I could have been more heavy handed about it.  Either way wave 8 is pretty good, especially without building up an economy.

Submitted

Yeah you already have it really well hand-holdy for new players, it felt very thought out. I will give it another try.