This is going to be absolutely amazing. Super excited to see this implemented in the future.
Just to echo what others have said the quality of what we’ve had here and how awesomely communicative you’ve been with everyone here means I’d be more than willing to throw some cash your way if you wanted to open a patreon or something like that.
In the last level of the cat knight I got a bug that pretty much allowed me to skip a stage.
All I did was click spam the up key while transitioning from an area to another and from 3-1 I ended up in 3-3.
I’m assuming this bug can be reproduced in every stage if you clickspam fast enough.
Haha, I guess armadillos aren’t exactly the species of choice for most people. I was just naming the first animal I could think of that’s associated with rolling around in a ball. I don’t suppose a hedgehog queen would be more up your alley? (Perhaps with a spiky hairstyle to evoke the appearance of a hedgehog’s spines?)
Yeah, I reported that bug further up. Roops said it’s already been fixed for the next update.
Shoulda addressed this statement in my earlier post, but if you can make a bird sexy, the sky is the fucking limit. Actually, that’s wrong, not even the sky can contain you at that point. The important thing is to evoke the animal through suggestion, and not…well…Rebel Wilson covered in hair and eating cockroach children whole and alive. That’s what not to do.
2 of the 3 queens atm are mammals. Both have a tail, ears, and teeth which evoke the animal they’re based on. To go even further, you could give the armadillo queen pauldrons designed after armadillo shells and a skirt/necklace with spikes to evoke their claws. I found this fairly appealing design just after a few minutes of searching:
Really, really fun and cute game, a great time all-around. The platforming is fun and comfortably tight when it needs to be. Definitely needs something like a checkpoint or Restart Level system, as others have said. Some music and sound effects beyond the thumbs, the sound of the bird knight jumping, and the crunching on the food would make it even better! Fantastic and most importantly fun little platformer game. Would love to see it continued after the Jam is fully over and done with.
Got an idea for a few more princesses if you don’t mind me dropping them here
Rabbit Princess - Either Chinese or Japanese style, because year of the rabbit or moon bunnies. Or you could go all 50s sci-fi pop fiction and have her in a spiffy skin-tight space suit.
-Her knights get a single double jump(probably half strength for the second), making some of the trickier jumps a little easier to land later on.
Dog(Puppy) Princess - English or French style, maybe have the princess be like a Papillon or corgi, concerned only with getting her precious doggy treats back from the bacon people.
-Her knights could probably have a crouch/crawl enabling them to get into the mice passages so you could reuse those, but give an extra heart.
Ferret/Weasel/Mink(or maybe bat) Princess - Romanian style, probably give them a gypsy-like outfit for a bit of extra flaire, and of course the Romanian accent
-Her Knight could have double invincible time after getting hit.
Just some ideas, free to ignore or not, but if I didn’t post them the fact I stayed quiet about these ideas would keep me up all night.
@Unk0wn1@AlexKay@Evol Supporting Development
I don’t think I can properly express how much it means to me that people are so willing to support the game. And while I am blown away that people actually like the game enough to be interested in a Patreon, I don’t think I want to accept anyone’s money at the moment. It’s just really fun to be making it for the community for the time being! And then maybe down the line I might look at a paid “Deluxe” version if the roster continues to grow and the demand still exists.
@onipuck These are really cute ideas! And I actually had drafted a Rabbit Queen initially! She was ultimately replaced with the Mouse, but a Rabbit Knight’s jump mechanics would be fun to implement. Here’s an early and rough WIP from the beginning of the jam before she was turned into the Mouse:
Damn Roops, you’ve done it again! You were my favorite creator last game jam, and you’ve stolen the show this year as well. The way you capture feeding and weight gain (making it more of a process you get rewarded for than a one-off event) make your games REALLY addicting to play from that perspective.
Every complaint I had looks like it’s already been made and addressed , so it looks like I get to do nothing but praise you this time! I really appreciate the effort you took in designing this game. Getting to run through similar levels with different characters is always cool, like getting to play Richter in Castlevania SOTN or meta knight in Kirby. I was especially impressed by the last level for the bird knight, bobbing and weaving through hordes of knights like that is super fun to pull off. I think I said this exact same thing last time, but when my main complaint with a game is “I wish there was more”, you know you’ve got a winner. I’m looking forward to playing the FULL(get it???) version once it comes out, can’t wait to see these girls get even bigger. Until then I’m gonna be grinding and trying to get a perfect on the Cat Queen’s course…wish me luck
Sorry to double reply, just got done with a few runs. I actually had a few ideas while playing. You know how hey the Queens say “Okay now that you’re hurt, go eat up and get healthy”, and that’s what makes you fat? What if when you perfect a level (meaning you don’t get hurt), you don’t have to eat so you stay at your weight level! I think this’d be cool on a few levels
1: For one, it’d help smooth over repeat playthroughs. If you’ve done the first level so many times you can do it without taking damage, you should be able to take an advantage into the next stage as a reward, right? Getting a boost of speed would help you get back to where you were more quickly and easily, lowering tedium. This would also mitigate the frustration of getting to the last level and losing, because the idea of being rewarded for practicing the earlier levels will make it feel like less of a blow for being sent back. I think it’d make the player feel more engaged while playing them again considering there’s reason to improve.
2: You could make alternate paths to account for different weights! Blocks only lighter characters can hop across, maybe switches only a bigger one can step one, basic stuff.It might even be a decent idea to give players who get fat extra health (think of it as bulking) because if this idea was implemented they’d be taking a lot of damage to get that bag.
3: Maybe as a reward for perfectly clearing a level, the food you don’t have to eat gets fed to the queen instead? Like -“Oh, I guess you won’t be needing the banquet sir knight, don’t mind if I do”. That’d be a good way to get players to pay attention, I think.
Sorry, that was way too elaborate, I got carried away! Of course I don’t expect any of that to get in, I’m just spitballing for fun. It just goes to show how well this game was crafted that I could even have ideas like this in the first place! Anyway I’m going back to grinding the cat queen…I beat super meat boy for Christ’s sake, I CAN DO THIS
The current Bird Knight’s flying ability essentially amounts to 3 additional weak jumps, so I feel like also having a knight with 1 additional jump would be a bit redundant. However, I could easily imagine the Bird Knight having the quadruple jump replaced with, say, the ability to glide (with additional weight dragging the Bird Knight down faster). That way, the Bird Knight would specialize in horizontal mobility in the air, leaving the Rabbit/Bunny Knight free to focus more on the vertical mobility afforded by a double jump.
EDIT: Although now that I think about it, perhaps the implementation of the Bird Knight’s flight ability was meant to evoke the feeling of frantic flapping to keep one’s ever-increasing weight airborne? If so, that’s certainly something that I can respect. I was just throwing out some possibilities for differentiating the knights.
Hi everyone!! recently i finished playing Breakfast Chub and i got an idea … (then you decide if it’s ok as an idea or not) when we finish the game with the best ending the girl gets very very fat … and i was thinking that as best ending the queen of cats or mouse could become like the breakfast chub girl !! What is it you think ??
What a great play, this is my favorite submission for the Game Jam for sure. Since lurking from when you released Breakfast Chub, I actually made an account just to say how wonderful this game is. Love the art, love the platforming (bit tough at times), and of course love the feeding aspect.
I’d very much support this game if you made a “Deluxe” version.
@Aurochs Level Design Thoughts
Totally agree, Castlevania SOTN is one of my favorite games of all time! There’s something so cool about getting to replay portions of the game with a new toolkit. I still need to play Shovel Knight (ow, my aching backlog!), but I hear it does that very well. I’m really excited by all the ideas swirling about for additional knights, as it hopefully gives me even more of a chance to capture that feeling.
I’m also doing a LOT of thinking about level design. Every level (outside of the individual “animal challenge” levels) was designed to be beatable by all three knights at all three weights. You can see evidence of this in the fact that the first set of levels still have cracked floors that crumble if you’re heavy.
This was because originally, I was planning to make the level order be random, so you’d have a potentially new set of levels each time you played. However, due to time constraints, this got scrapped. Designing levels like this obviously takes a lot more work and testing to make sure all knights can pass, and it also limits how far I can push the boundaries of what each unique knight’s moveset can accomplish. That spurred the creation of the “animal challenge” level at the end of each day.
Since I plan to rework the levels to be a bit more creative visually and less frustrating in terms of gameplay, I’m taking a step back to see what I can reasonably implement as a solo developer!
Having multiple paths that only specific weights can cross is super neat idea that my brain wants to take and run with!.. but then balancing each level to ensure you can still get an equal number of food crates becomes even more difficult haha. So we’ll see how that all shakes out!
TLDR; All I can promise is that I’ll work my hardest to make an enjoyable experience that’s more polished than what currently exists!
One thing you might consider is ditching the “always 3 per level no matter what” direction in favor of letting the player get more crates per level if they can access the pathways open to lower-weight characters. This, if paired with Aurochs’s idea about knights not having to eat and gain weight if they haven’t taken damage, makes it so your food yield is greater if you’ve done really well up to that point in the game. You can take this even further if you also use his idea where the food the knight WOULD have eaten to restore his strength goes to the queen if it would otherwise go unused.
So, with all these factors together, a good run could look like this assuming the game’s structure doesn’t change:
Levels 1-3 just give you the current total of 9 crates and the feeding session goes as is, except 1-3 additional courses are available to feed the queen based on how many hearts you lost; a perfect run nets you the full extra 3. Each course takes 12 bites for the queen to eat, so that’s one additional weight sprite per course if I’ve done the math right. The player then gains weight if you need to eat at least one course.
Levels 4-6 go about the same way but, if you haven’t had to eat yet, you’re not going to be at player weight 2, so you can access 1 extra crate per level, unlocking one more additional course of at least 12 bites. If you took damage in these levels, you need to eat and gain one weight level.
Levels 7-9 keeps this pattern, except there are now 2 extra crates per level, meaning you can get 2 additional courses.
Before we go too far down the rabbit hole of “Less damage = Lighter knight = Good,” I’d like to suggest a different alternative to consider. Up to now, the game has been designed so that extra weight on the player is purely a hindrance. However, that doesn’t have to be the case. When I saw the cracked floors in the first level, I thought that at some point in the future, I would want to break through weak floors in order to access crates or exits, and perhaps would even need to fall onto them from a great height for added breaking power. This type of opportunity to use your weight to your advantage could be quite satisfying (especially since I think a lot of players would enjoy seeing their own character fattened up as well), and it would help compensate for the slower, more cumbersome movement. It could also enhance certain unique abilities (as I mentioned earlier in my Armadillo/Hedgehog Knight suggestion).
Also, I’m generally wary of “snowball” mechanics, where an early mistake makes it harder to avoid further mistakes in the future. If you go with the punitive weight gain approach, it might make players feel like they’re forced to restart whenever they don’t get a perfect run, lest the penalty to their mobility come back to bite them in the future.
And finally, as I indirectly touched on in my initial review, if the player’s weight changes between stages, that gives you the option of having the player revisit a previous stage at a different weight level, which could result in the player facing additional difficulties and/or needing to take a different route to get through it. This could be a satisfying way to get more mileage out of your stages. However, if the player is encouraged to stay at the same weight, then any repetition of earlier levels would risk boring the player, so you would need to come up with all-new levels in each set.
Now with all that said, I do still like the idea of giving the queen more food if you manage to avoid taking damage. I just would prefer for it not to be linked to your own weight, as I think that there are a lot of neat possibilities to explore if the player character also undergoes changes between levels.