Thoughts, WebGL Build, Small Fixes


Black Cat Jam results are out!!  Very happy with 29th place and all the great feedback I got from other devs.  Thanks to everyone for checking out this project!

Now that the Jam is over, I wanted to take some time to reflect on how this 6-day challenge went, and the end product.

What Went Well

  • I got the game more polished than I thought it'd be.  Sure there's a few missing things here and there, but the game itself functioned.  Click cat + give it something it wants, and calculating the scores were the bare minimum I wanted to achieve, and I did!
  • Music!! My friend C-Lo was generous enough to make beautiful music for this game and I couldn't be more grateful.  We communicated well, and we were able to make the game show off what he made without abandoning a single precious track.  In the end I believe the music was the biggest factor that made the game feel immersive. 
  • I created exactly what I envisioned!  I started the whole first day just brainstorming what the game should be, and after different ideas for the genre and objective, I narrowed it down to cat labor.  I laid out what I had in mind: making cute animations of caring for cats, the different states the cats would be in (happy, angry, and eating/brushing/drinking), how I would calculate the player's score, and giving a short backstory for the whole thing.  Each day I would write down what I want to accomplish, then at the end of the day, write down what I finished and what I need to do the next day.  This organization worked out for me well, and I completed every big thing on the checklist!

What Could Have Gone Better

  • The game didn't really have a reward.  You finished a level, congrats!  Here's your score, and now, onto the next level.  Unlocking something useful, or for aesthetics, was a fun idea that I didn't choose to spend time on.
  • It's repetitive.  Level 1, two cats.  Level 2, THREE cats.  And so on.  That's all that changed each time (except for the jumpscare in level 5).  Perhaps it would have been nice to have some additional mechanics so there's more to do. 
  • Player controls.  The only user input in this game is clicks, and there is a LOT of clicking to do!  I suppose it's part of what makes the game challenging, but it makes the game feel even more repetitive than it already is.
  • Visuals.  I was happy with how the cat and its animations turned out.  I wish I took more time on the background art, though.  But I think the biggest flaw was that all the levels looked the same; the background is the same cafe until day 4, and all the cats are identical!  If there was more variety it could've made the experience more interesting.
  • I didn't make a web build!  Of course a game isn't automatically bad if you can't play it on the browser, but especially when it's being rated for a game jam it is so convenient to just open up the page and start playing.  My game was also limited to Windows OS because I didn't have a Mac to test it on.  It's important to make your game as widely accessible as possible.

Changes I Made Now

The jam ended means I can touch the uploads again!  Once I figured out how the WebGL build thing works, I immediately started working on making changes to the game so it works on the browser.  So now, I've uploaded the WebGL build and you can play it anytime!

There was also a bug where the rush music abruptly stops for days 3 and 4, and that has been fixed.

I have some more plans for this cat game; better controls, cat variants and  refined background art are high on the list!

Conclusion

Just as I had hoped, this was a perfect learning experience.  While making this I got myself in a nice, productive rhythm, and I feel confident that I can build something really special if I spent months on a big project to build up and refine every bit, and with more collaborators.  But before that, I'm gonna participate in more jams so I can discover more obstacles!  Indie games are the best.

Files

Black Cat Cafe WebGL.zip 21 MB
Jul 08, 2024
Black Cat Cafe 1.1 Windows.zip 34 MB
Jul 09, 2024

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