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VividEnigma

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A member registered Nov 02, 2025 · View creator page →

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Depending on what you are going for with this game it may not fit but I really like buffs and debuffs. Part of the fun of these turn based games for me is the choice to influence the numbers through decisions. Feel like with your combining mechanics it could also be really cool, a shield with a attack buff for example. May be overpowered but in a rougelike sometimes having options like that could be fun. 

This is a really cool concept for a rougelike deck builder. The theme, art and music are all really well done and make the game feel really good. The concept of combining cards is also a interesting game mechanic. It adds a lot of replay ability and potential combinations to the game. I feel like more healing effects, cards to shuffle your some/all of your hand or more debuff cards would really help with strategy. Really enjoyed the game and look forward to what you do in updates, great job.  

Feel like the updates you guys have made improved the game a lot. Animations added a lot of like and energy, speed being faster helped with pacing and the combat log was also a nice touch. Another really good update, great job!

Really like the new visuals you've been working on, the backgrounds and updated visual effects really add a lot to the game. Using credits to purchase cards also helps with progression a lot. Like how the game is shaping up, looking forward to seeing new updates. 

Really like the game! the art is really cute the game is relaxing and the puzzles were challenging. Don't have any critiques, just a solid game, good job!

I'm glad you enjoyed it! I'll take your feedback and see what I can do, nice to meet another cat game dev also!

Really solid game, art and music are really good. Also the way you can rotate the blocks leads to a lot of strategy and depth. Looking forward to updates and seeing what else you come up, good job

Really like this game! Cool concept for a turn based game, like how you recruit people to go fight the final boss. Art looks really good and there is a good amount of strategy you can get out of this game. Also found the moist critical and a lot of the jokes funny. Great job, I really liked it. 

Gizmo is one of my favorites too, glad you enjoyed it!

This is a creative concept for a platformer. Like that being in the red areas for too long slows you down and the other version of you following your exact path. These mechanics make the puzzle aspect of this more creative and free flowing then most platformers. I did run into a few bugs such as buttons not working and getting trapped in the settings menu (no way to get out as far as I could tell). Some of the upgrade and relic information also felt unclear. Overall though I had fun, movement felt good and playing better felt rewarding. I like this project. 

Hey, not the biggest fan of horror games but this has some good things going for it. Atmosphere felt good, it was creepy and hard to see which I like. I appreciate you putting controls on screen and so that players can know what they can do. I do not have a very good pc but game was a pretty choppy for me, stuttering, not running well. Don't know if this is just me having a week computer or a performance issue in general. 

This is probably one of the best horror games I've played during a jam. I felt invested in the story, wanted to know what was happening and kept pushing forward despite not really liking horror games. Visuals, audio and pacing all work together really well to be creepy while not being too corny or heavy handed. Subject matter was dark, which I don't mind for horror, I appreciate you including warnings for people to know what they are getting into. Overall really good job. 

I was worried that was unclear that the timer was showing when they would be automatically clicked. I appreciate the feedback again, I'll try and adjust the tutorial to make it more clear.

Thank you for trying it out! Right now the game being too monotonous is one of the main issues that I am working on in upcoming patches.

The cat toy upgrade is supposed to be an upgrade that automates the process of needing to click the cats to interact with them. Once the upgrade is made when the cats interact symbol pops up it should now have a timer bar that will auto click the cat at the end of it. At max level the cats will just autoclick as soon as they are ready. I'm also planning on adding more tutorial text and a tutorial menu in upcoming patches to make this information more obvious. 

In the full version of the game there will be multiple cafes and many, many more cats to add. I'm also going to be adding purchasable items that will allow you to interact with the cats through a little mini game for a much bigger exp gain. I appreciate you feedback, thank you again. 

This is an interesting puzzle once you figure out how to get started. I got up to around 5 before I got stumped. Needed to look at the hints before I started to figure out what I was supposed to do. I guess at this point you need to try and figure out what you are trying to accomplish with this game. Personally I think the challenge and difficulty are a big part of the experience. It was too hard for me but I think that is the point, a puzzle shouldn't be easy. Some clearer text in game hinting at what is supposed to be done could help new players get onboard easier. I liked the challenge and it felt rewarding to figure things out, cool puzzle, could see this being a fun game. 

This is a cool concept for a game, it has a lot of potential. My biggest issue with the game is a lack of direction and clarity overall. There is no explanation of game mechanics, which buttons to use, which squares are dangerous, which ones are block, ect. Every game only has a few minutes to get players interested and lack of clarity will make them give up and play something else. A tutorial, more obvious visuals on what is safe and dangerous and better paced smaller levels would go a long way. I also ran into a bug where I entered certain parts of the level and the screen would shift all the way down to the middle and then slowly move back up to where I'm at. Like I said, this game has some potential, these adjustments would really help make it a better experience. 

Thank you so much for your feedback, this is my firs serious project I've worked on. More updates will be coming in the future including the tutorial menu, I'm glad you liked it!

I managed to fix all of the bugs you mentioned, thank you again so much, that was really helpful

Thank you for your quick feedback, I will see if I can't get those things patched up while i have still have time. 

Fairness Warning, I needed to update the game for a large indie game jam that is due today. Anyone that plays my game past the time of this comment should know about these changes. These are all new features and should not be used as part of the grading criteria. Bugs were in the last update, if you want to include them in my scoring criteria go ahead, not trying to cheat on this jam so this is for honesty and transparency. 

  • Bugs/QOL
    • Clicking cat stat box brings up the cat awards box as well in the ach menu
    • Tables appearing in wrong order leading to odd cafe setup
    • Fixed major bug where game could be paused in menus which will not allow you too escape
    • Fixed bug where Barista level can be fully achieved before being maxed out
    • Adjusted adoption and upgrade scroll boxes to fit better in the display panel
  • Achievements
    • TV set up to signal an achievement is unlocked
      • Adjusted so that it only goes off once until acknowledged
    • Designed main achievement sidebar to display quick view of overall stat progress for each category
    • Adjusted and removed certain achievements based on feedback and repetition of information
    • Added new achievement for cafe level
(2 edits)

Fairness Warning, I needed to update the game for a large indie game jam that is due today. Anyone that plays this version past the time of this comment these changes have been made in the latest update. These are all new features and should not be used as part of the grading criteria. Bugs were in the last update, if you want to include them in my scoring criteria go ahead, not trying to cheat on this jam so this is for honesty and transparency. 

  • Bugs/QOL
    • Clicking cat stat box brings up the cat awards box as well in the ach menu
    • Tables appearing in wrong order leading to odd cafe setup
    • Fixed major bug where game could be paused in menus which will not allow you too escape
    • Fixed bug where Barista level can be fully achieved before being maxed out
    • Adjusted adoption and upgrade scroll boxes to fit better in the display panel
  • Achievements
    • TV set up to signal an achievement is unlocked
      • Adjusted so that it only goes off once until acknowledged
    • Designed main achievement sidebar to display quick view of overall stat progress for each category
    • Adjusted and removed certain achievements based on feedback and repetition of information
    • Added new achievement for cafe level

This worked for me on windows, game downloaded and ran alright. I think it is cool that you are trying to build a multiplayer type game with shooting mechanics. The skin and pack system seem to be working and running well. Gameplay needs some tweaks however, shooting worked, sound effects felt okay. However I'm not sure what we are trying to accomplish once in game. Both big turret type enemies have too much HP to kill with the amount of bullets I start with. Couldn't find any bullets on the ground, tried going into the building didn't find any in there either. It feels almost like a much harder level you are supposed to work your way up too but I have no way to do that. Smaller easier to kill enemies and ammo pickups would be a good start. Background music of some type would also really help here. It is a good start, no major crashes or bugs, looking forward to seeing what you do with this. 

I really liked the dialogue and movement of the character. It felt like a very precise platformer which is better than one that feels too easy or floaty. Dialogue was funny and engaging. Music was pretty good, there was a few levels where I had no music which felt odd. There were also a few platforms that the character would slide off I assume due to the platform moving to fast at an angle. I still really liked it and played all the way until the end, good job!

Idle clickers are a fun genre! Feel like the game runs smooth enough and progression feels decent and fairly rewarding. I did notice that sometimes the health bars on the shapes would jump back up to full right before being destroyed. Also would be nice to see some stats, what is my current 2x money chance already? I can assume that more expensive upgrades are better but seeing that info somewhere would help weigh options when picking upgrades. The damage noise was also a little abrasive, could use some mixing or lowering of the volume. I still think the game was engaging and made me want to keep playing. Background music was also good and fit well. Really good start, excited to see what you do with this. 

It's a fun little game, controls seem to work okay and hitboxes seem fair. At this point I think some scaling difficult, more/faster bombs as the level goes on would be a great next step. Chicken should also probably stick to the mouse for more control and movement options. Some sort of audio would also help with energy of the game. I do think the art is charming and adds a unique flavor to the game. Not a bad start for a game only a couple days of work, good job. 

Only the quit and play buttons worked on the main menu. Once in the game movement felt smooth but it is was unclear what I was trying to do. Alarms are going off so I figured I was trying to shut them off, I moved towards the alarm then didn't know what to do. Am I supposed to hit a button? What can I jump on and what can't I jump on? I feel that a very quick tutorial or button map would be very helpful. Explaining what the goal of the game is and why we are doing it would also help the experience. Visuals looked pretty good and controls did feel smooth, like the look of the game a lot. 

Game ran pretty well for me, I didn't encounter any game breaking bugs. Art is really polished and by far the most stand out part of the game. It is also a fun concept for a rouge like game, could be awesome. Combat was a little rough for me, at this point in time it feels more like a quick time event than a fight. You essentially have to hit the button at the correct time to win. The window for hitting the button did not feel very forgiving and enemy attacks don't feel like they were telegraphed well enough. Having the correct buttons pop up on screen is nice for learning new enemies but could also trivialize combat later in the game. I do feel like this is a well polished game and has a lot of potential, looking forward to seeing what you do with this.

Really like a lot of the changes you guys are adding. The status effects feel good and add even more strategy to the game, always a plus in a turn based game. The more I play the more I understand the complexity and details of the battle system which is really deep. I played a pretty good distance into another run and enjoyed it. 


In the battle screen when selecting items it would be nice to be able to sort or filter the items in a way so you can tell which items pair with a characters AP gain. I feel this would speed up gameplay while not taking away from the strategy. There are tons of different loot items and quickly being able to find them from that screen would be awesome. Still really good update, I like how the game is shaping up. 

I'm glad you enjoyed the update and like a lot of your ideas for possible updates to the game. Also really good catch on the pause menu bug, that is a major game breaking bug that I will get fixed right away. I appreciate you taking the time to play and rate the game, an update will be coming soon!

Thank you for playing! I will look into balancing the furniture upgrades to feel more in line with everything else. Which Y sort issues are you still experiencing? I have been trying to fix the y sort stuff over time but not sure I addressed it

Really like the update, the tutorial helps the game feel much more polished. I picked the trap dungeon. Took me awhile to figure out the air wand part but that is really clever. Movement and combat are fun, puzzles were clever without being too complex. Really great job, liked it a lot. 

I appreciate your input so much, there are a lot of good ideas here that didn't even cross my mind. I will look at adding some of them in the next update while working on bug fixes. Glad you enjoyed some of the changes

Thank you so much for the feedback, I will look into the bugs and get them patched sometime this week. I'm glad you enjoyed the other changes I've made to the game! I feel like adding some of these progression elements such as cafe adding furniture and achievements really help the game, happy you enjoyed it. 

Really like the new mode, it adds a new layer of strategy and I could see it being a great mode for replay ability long term. I still really like the laser weapons, energy moving moves and shields. I got stuck on the second mission of the second chapter and couldn't due enough damage to take out the heal bot enemies. I'm sure I can get past them with a different team build. For the rouge like mode are the encounters always going to be the same? I think this is a really fun addition and looking forward to seeing what you do going forward, great update 

I'm not the biggest fan of horror game and jump scares so I never played five nights and freddys. Your game does seem to do a good job with the premise from what I understand for the most part. Cameras and mask worked well but it was awkward to have them pull up on hover instead of click or a button press. I got stuck in the maintenance panel once or twice and don't remember how I got out. Voice over guy seemed to do an alright job describing what to do, some things were still a little unclear but might have been explained on later nights. Finally audio probably does need to be adjusted, louder voice over/quieter SFX or have an option to adjust them. Overall I do think this was a pretty solid game, I felt tense and uneasy while playing, good for a scary game. 

Thank you so much for your feedback, glad you enjoyed it!

I will check it out!

I'm glad you enjoyed playing and thank you for your feedback. I will take all of this into consideration in the next update. 

Thank you for all of your feedback. I'll look into changing what I can in coming updates, I appreciate your time. 

Not sure how to play, I was trying to figure it out but nothing I was doing seemed to work. From reading the comments it seems like reading the manual is important to understanding how the game works. A good amount of people are not going to go through that effort to figure a game out, an in game tutorial is pretty important for a game like this.