The Graphics and animation are amazing, but the gameplay kinda sucks. Also, the weapon has no cooldown.
Your kitty, Pumpkin, has died! Oh no! Fortunately, you are an entrepreneurial little girl with a never-quit mindset, and you decide to approach your witch mother about it. She just so happens to know a recipe to bring back the dead! Now you, shovel in hand and dressed appropriately for the season, will take matters into your own hands!
Fight through 3 bosses to collect ingredients to bring your kitty back to life and restore those cuddly moments of him ignoring you as hard as he can whilst you attempt to hug him!
CONTROLS
Concept, Art & Design
ShapeShiftingBlob
Programming & Design
Ed3800
Music
None of the songs featured in the game were specifically made for it. Really good songs, check them out!
Title Screen
by @Babasmas
Spider
by @SauceBoyyo
Frog
by @CobraGRW
Bat
Ending
Something Brews Under Festive Lights
by @ScottJacob
Thank you very much for playing!
The Graphics and animation are amazing, but the gameplay kinda sucks. Also, the weapon has no cooldown.
i just wish it was longer
Cute story and art! Does that mean the cat has a frog leg now?
Think about the gameplay. How does the player know what to do? What kind of challenge does the player have to overcome, what skills are being tested? Can the player see how they can improve at the game, is there a way for them to be better and develop mastery or at least a sense of control over the challenge? It's good to play your own game to see what it makes you feel and why.
That's where you could bring the most improvement.
The art is really fucking good! I love the design of the witch, bosses and the player character. The gameplay itself is a bit lackluster, feeling a bit hallow at times. It could definitely use some more impact and sound effects. Making the enemy flash when you hit them and flashing the screen red for a split second when you are hit are also good ways of conveying IMPACT. The final boss used the sonic screech every time you got close enough to land a hit, making it more of an endurance test. I'd also recommend pausing the music right before loading screens because it jitters the song and sounds a bit awful.
Asides from all that nitpicky stuff, awesome work!
I'd say it's not nitpicky at all! I can see the problem with the lack of cues when you take or inflict damage, and how it takes a toll in the overall experience of the game. I hadn't thought of flashing the hole screen when you get hit, but that sounds like a good idea. The final boss was the one I rushed the most when making the sprites, so it's really bare for sure. As for the audio, we are trying to figure out how to fix it.
Oh this looks and sounds so damn awesome, but it's virtually impossible to land a hit on the first enemy without suffering retaliation damage. And with their health being at least twice yours... The gameplay is nothing but an exercise in frustration :(