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Clever Cat Games

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A member registered Aug 30, 2023 · View creator page →

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I think I have a solution. I'm modifying the layout of the library a bit but I realized I can make some of the tiles look like doors and then color them. Bright doors are books, dim colors go to other maps, black doors are other rooms.

As for bug testing, I'd love that! The feedback would be helpful. There's a bit of a mess at the moment as I've been adjusting things. What's the best way to contact you? If email works, you can reach out to matt@clevercat.games.

There are two floors and a basement to the library. The reason for not adding doors that move up and down is that other areas of the game let you leave the bottom and top of the screen so I wasn't sure how to mark them. I may take another look to see if that's possible.

Thanks for the recent comments. You motivated me to make an update when I should have been doing this sooner.

I'm in the final stages of development so hopefully soon. I recently improved compression for the graphics so I can squeeze in the final parts. I plan to make a post on Itch when it's complete.

Wow this is impressive! I like how you handled the western interiors that are a bit like the TARDIS (bigger on the inside).

Thanks! Point noted on the name of the rom file. That's a good suggestion.

I'm happy to hear you were inspired to explore more. I created the screenshots before planning to release a demo so you're correct that I should have revised the page.

Thanks for the feedback.

I appreciate the feedback! And I'm very happy to hear it was accessible enough for the whole family to enjoy. This originally started inspired by Mario and Banjo Kazooie so that means a lot.

The game is meant to be pretty light-hearted. There is a horror section in the rest of the game that might be a bit scary I suppose. As for the gunplay, it came out of the fact the first area is a western and it felt like a simple first boss fight before getting the singing ability. I might revisit the dialogue as my thought was to remind you to use the money to buy a lozenge, and feel a bit remorseful for stealing it unknowingly.

I'm probably going to go back to what I had originally for the map and lock down the first few areas to guide you along a bit better. Enough people mentioned it and I agree I maybe went too much in the non-linear direction for the demo.

This is so impressive! The physics are really well done and the visuals are top notch. I'd love to have a "training area" in the beginning to get used to the controls. The difficulty ramped up pretty early.

What a neat take on minesweeper. I kind of wish the zeros were treasure chests.

I played the game by myself but this seemed fun. The platforming feels a bit slippery at times and it would be nice to have an indicator when one player goes off camera.

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I love this concept. When the "helper blocks" killed me it made me laugh. I also enjoyed getting trapped and watching the world crumble in my prison.


It would be great to be able to see what block is going to fall next. Also, some kind of indicator where blocks will drop for a second or two would help.

Solid game. Love the art style and the use of color to signify danger. The jump to the second puddle wasn't obvious until I realized you could hold the jump button to "stick" to the ceiling.

I don't know what to do here. I learned how to make bubbles to put out fires but I wasn't sure how to shoot downward. Some of these areas could really use checkpoints for experimentation but I ended up using save states.


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Love the art and the overall polish. Shmups aren't usually my favorite genre but I enjoyed what I played. The spread gun feels sluggish to fire and the robot mech things felt like they took too many shots to kill. However, it's possible I'm just bad at the game. :)

Oh, and thank you for adding auto-fire. That was a great touch.

I'm glad to hear the humor landed. If it helps, there is a color variation between each floor of the library.

Thank you! I originally designed the levels to only allow the player to go to the western area until they pick up the singing ability. But I opted to open up the levels a bit more. I may change it a little bit for the full release.

Is the bugged tile in the basement area? I may have overlooked an object used for the full game and the code got messed up when squashing the game down to 64KB.

I wondered when someone would figure this out. It's going to be explained later in the game but I left it in as a "hidden" feature.

This reminds me of the black box NES games. A solid mechanic on repeat until I eventually mess up. A pause button would be nice so I don't lose my highscore when I need a break.

This is amazing. Multiple characters, fonts, and audio transitions just oozes polish. I wish there was more.

What a neat twist on the game of snake! I'm not sure I've ever played a version where you chase the food and can trap it. The sound is top notch!

Thank you! You're correct that the demo ends at the second book. The full game has several more genres in various states of completion at the moment and a bit more of the library to explore.

Twitter: @CleverCatDev
Email: matt@clevercat.games

Thank you! I'd be interested in having a conversation about it.

Thank you! Your games are incredible.