i love five nights at kittys
olie
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just spent 2 hours playing through this... i am so seriously in love with everything about it.
the character designs are so charming and unique and INSPIRED! despite being named after stereotypical RPG roles ("Hero", "Beserker", "Mage"), they feel like anything but. i mean for christ's sake the hero has cat ears and a bell. the knight is a skeleton covered in honey and wears a cute little flower. THE ALCHEMIST IS A FLAME IN A JAR. these sound INSANE but they are just amazingly well-executed and as a budding character designer i was floored. and there are so many of them? and all of them are unique and distinct? it is transcendent.
the gameplay is also wicked fun too. there's a surprising amount of complexity to be drawn from such a simple concept... and i was delighted at how this game is essentially just 4-5 incredibly simple concepts that feed into each other deliciously. so long as you're paying attention, you will always have a solid grasp of what's going on; which is complimented by increasingly fast time limit to press the NO button. it caps out at just the right speed to keep me THOROUGHLY engaged and on my toes the whole time without feeling overwhelming.
mwah! chef's kiss. excellent job to everyone who worked on this! you smashed it out of the park!!!
huh... that is so strange...
"Out Of This World" USED to transform into an "L" when you created LEVEL IS LETTER, but now it doesn't. i've had a look at the code, but it's been a really long time since i've played baba (and an even longer time since i've worked on this pack), so i'm not able to figure out why this is happening...
so, unfortunately - unless someone else is able to provide a solution - i don't think i'll be able to fix this. sorry!!
holy fuckkk this is so phenomenal and excellently done. i had a pit in my stomach basically the whole time i was playing. i felt very connected to Ava from the get-go - she really feels like a trapped teenager who feels like no one takes her seriously. and in her desperation for attention, she winds up falling down and down and down into a black hole of misery.
the writing is smart & snappy - no line of dialogue feels wasted. i cannot overstate how good it felt to read. it somehow tells this entire story with complete, laser focus, while still accurately capturing the "meandering MMO chat" vibe.
i feel like for such a small project it packs such a large punch, and i can't imagine how much effort it must have taken. SUPER well done to the author for an experience i won't forget :)
thanks for the info! just replayed it and yeah, it's definitely broken. after tinkering around in the editor, i've discovered that it's caused by a recent bug in the game that affects stacked text, and unfortunately there's no alternative ways i can make the level work, so we'll just have to wait for the bug to be fixed. i've messaged the developer about it so hopefully it won't take too long :(
loved it! i REALLY like how you've managed to squeeze so much from one concept. a lot of other puzzlers i've played introduce new objects or mechanics when the main quirk of the game has nothing new left to explore/build upon, but the concept here has so much nuance (and potential!) that virtually nothing new was added that wasn't already there from the first level, and yet it still manages to stay interesting and fun to play. i think that says a lot about your skill with both concept design AND level design. really great stuff :D






