Really fun game Euris! As always your art and animations are a lot of fun and give this game such character. I only have a few criticisms regaurding the controls, as they seem a bit floaty and inconsistent, although that could just be itch.io acting up. While jumping and landing, the collider on either the objects or the player is a bit off and activates far past the area it should. When falling, the player is pushed back in a strange way causing a life to be lost and/or a game over. This is really the only part of the game I did not enjoy, everything else was spectacular!
Hey Euris! First off nice work on the animations and artwork. The general hardness of the aesthetic with the blood and the music make the super cute cat and mouse work even more in my opinion. I ran into this problem a few times where an obstacle stacked on top of another at an angle I couldn't get over, or where I needed to jump again but couldn't because I was stuck on top of another obstacle pile. I really like the randomness of their spawns but that was just something I ran into a few times. Another thing that I noticed is that the distance is measured in kilometers which isn't a huge deal, it was just kind of jarring that this presumably normal sized mouse was clearing a km (3200 something feet) in just a step or two. Otherwise though, this is super fun and repeatable, and the soundtrack slaps on top of it.
Euroooooos!!!! Back at it again with the cool art! The run animation on the mouse really enforced that feeling of urgency to get away. Coupled with the blood on the screen and items it gave this sense of danger.
My only critique would be about the way the items spawn, things stacking up gets really frustrating especially since I can't jump off of other items. I think the cat could also have something else to it to make it feel like you are actually interacting with it aside from it just being, a moving wall that you are running away from.
Love your art, and the music is stellar! Love how everything ties together with the art and the items that block your escape. The only thing I would have to say is that sometimes the items would stack in a way that I would have no choice but to die, and I think that's a big bummer. But a little fine tuning would help!
Euris!!! This is so cute! The sprites and the animations for the cat and the mouse are so so cute. I especially can't get over how cute the mouse running animation is! In terms of feedback I'd echo what miles said about some of the colliders being inconsistent. I'd also think it'd be interesting for there to be a way to speed up for a short burst with the trade off being that you get the chance to get away from the cat but might run into obstacles with even less time to react to them?
Your art and music selection is as great as always, what more can I really say on those fronts? In terms of gameplay, I love the fact that objects can end up stacking on top of each other, It adds a nice aspect of strategy, where the game isn't all about reacting, but rather preparing in case a giant stack appears. But on the other hand, if you fall behind, you want to stand on the ground because you'll move back up away from the cat. Fun strategy.
My only critique is that sometimes the colliders, especially for the sword, feel inconsistent compared to the sprites and I feel like I occasionally just fall through them.
Even with that I really enjoyed the game! Great job Euris!
Oh noes indeed! I tried so hard to get away from Thomas, but after several kilometers, I got got. I really enjoyed scrolling through my fire playlist while running over some pretty metal (and beautifully drawn) obstacles. Sometimes, obstacles would sort of stack on top of each other, which I liked, as it gave another aspect of jumping up and over multiple obstacles. But every once in a while I think they would get too high and I couldn't get over them, not sure if that was a result of something I did or not though. The main suggestion I have for this game is I think I was expecting a greater sense of conveyed speed to my chase, through speed lines, a scrolling background, or something else I'm not sure. But also maybe the lesser sense of speed is the point, creating a difference between the raging soundtrack, hardcore visual style, distance measured in kilometers, and the chase itself. If that's the case, this is right on the money. Either way though, I enjoyed looking at and playing through this rip tearing chase of cat and mouse. Nice job!
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Really fun game Euris! As always your art and animations are a lot of fun and give this game such character. I only have a few criticisms regaurding the controls, as they seem a bit floaty and inconsistent, although that could just be itch.io acting up. While jumping and landing, the collider on either the objects or the player is a bit off and activates far past the area it should. When falling, the player is pushed back in a strange way causing a life to be lost and/or a game over. This is really the only part of the game I did not enjoy, everything else was spectacular!
Hey Euris! First off nice work on the animations and artwork. The general hardness of the aesthetic with the blood and the music make the super cute cat and mouse work even more in my opinion. I ran into this problem a few times where an obstacle stacked on top of another at an angle I couldn't get over, or where I needed to jump again but couldn't because I was stuck on top of another obstacle pile. I really like the randomness of their spawns but that was just something I ran into a few times. Another thing that I noticed is that the distance is measured in kilometers which isn't a huge deal, it was just kind of jarring that this presumably normal sized mouse was clearing a km (3200 something feet) in just a step or two. Otherwise though, this is super fun and repeatable, and the soundtrack slaps on top of it.
Euroooooos!!!! Back at it again with the cool art! The run animation on the mouse really enforced that feeling of urgency to get away. Coupled with the blood on the screen and items it gave this sense of danger.
My only critique would be about the way the items spawn, things stacking up gets really frustrating especially since I can't jump off of other items. I think the cat could also have something else to it to make it feel like you are actually interacting with it aside from it just being, a moving wall that you are running away from.
Always love your art!
Hey Euris, bud
Love your art, and the music is stellar! Love how everything ties together with the art and the items that block your escape.
The only thing I would have to say is that sometimes the items would stack in a way that I would have no choice but to die, and I think that's a big bummer. But a little fine tuning would help!
Great job!
Euris!!! This is so cute! The sprites and the animations for the cat and the mouse are so so cute. I especially can't get over how cute the mouse running animation is! In terms of feedback I'd echo what miles said about some of the colliders being inconsistent. I'd also think it'd be interesting for there to be a way to speed up for a short burst with the trade off being that you get the chance to get away from the cat but might run into obstacles with even less time to react to them?
Chrome Dino move over, Jericho is here.
Your art and music selection is as great as always, what more can I really say on those fronts? In terms of gameplay, I love the fact that objects can end up stacking on top of each other, It adds a nice aspect of strategy, where the game isn't all about reacting, but rather preparing in case a giant stack appears. But on the other hand, if you fall behind, you want to stand on the ground because you'll move back up away from the cat. Fun strategy.
My only critique is that sometimes the colliders, especially for the sword, feel inconsistent compared to the sprites and I feel like I occasionally just fall through them.
Even with that I really enjoyed the game! Great job Euris!
Hi Euris,
Oh noes indeed! I tried so hard to get away from Thomas, but after several kilometers, I got got. I really enjoyed scrolling through my fire playlist while running over some pretty metal (and beautifully drawn) obstacles. Sometimes, obstacles would sort of stack on top of each other, which I liked, as it gave another aspect of jumping up and over multiple obstacles. But every once in a while I think they would get too high and I couldn't get over them, not sure if that was a result of something I did or not though. The main suggestion I have for this game is I think I was expecting a greater sense of conveyed speed to my chase, through speed lines, a scrolling background, or something else I'm not sure. But also maybe the lesser sense of speed is the point, creating a difference between the raging soundtrack, hardcore visual style, distance measured in kilometers, and the chase itself. If that's the case, this is right on the money. Either way though, I enjoyed looking at and playing through this rip tearing chase of cat and mouse. Nice job!