They're saying it's the greatest Sylvie Game yet.
kaikue
Creator of
Recent community posts
Bobo has more momentum than ever in this new adventure. I had a lot of fun with all the new movement features. At first I was surprised there was no sprint, but becoming a "cat tornado" that flies across the screen might be even better. I had fun doing the challenges too, although I had to look at tunegoro's playthrough for a few hints. (Now that I rewatch their playthrough, I realize that I never discovered the "charged furball" mechanic, and got that spirit container just by carefully stacking normal furballs...) I will be sure to recommend this game to all my Bobo-fan friends.
Thanks for letting me know, sorry you got stuck. If you want here is a build of the game with all items unlocked, so you can go straight to the jellyfish: https://www.dropbox.com/s/g8jauj8t4uyrlol/KittenBoat-Windows-AllItems.zip?dl=0
I think I "soft locked" myself by running out of money, I couldn't buy the cargo anymore when I had $0 even when it was free. (And if money is renewable I couldn't figure out how.) I will try to get my expert gamer friend to complete this since I want to see what happens when the cargo is delivered. This game shines brightly with its designer's passion.
I'm loving this game so much. Sometimes hard games can be frustrating for me, but this hits just the right balance. It feels super satisfying when I put in the work and overcome the challenges. The world design, mechanics, and secrets are amazing. I'm ten hours in (at the catacombs) and can't wait to play more. I'm going Bobo mode...
I'm really enjoying the game so far, it is impressive how much you are able to accomplish without even a jump mechanic. I got stuck for a while on the frog boss. I got the "extra life", but got hit before the save point right before the boss, so I only had one life to fight the boss with (which made him really tough). Maybe I should have gotten hit again before saving so I could make it back to the boss with full lives, but I didn't know to do that at the time, and I didn't see any way to do that after I had saved. Maybe there is a hidden reason for this behavior that I don't know yet, but I would have liked it if you got full lives when saving at a checkpoint, or at least when respawning.
Really fun game with great vibes. I loved exploring the world, and how areas were "naturally" gated with fuel upgrades. The final boss was kind of frustrating (took me maybe 15 attempts while every other boss took 1-3 tries) but I got it eventually. Having no other enemies besides the bosses was a neat choice, it makes the world feel kinda lonely (but in a good way). Would definitely recommend overall.
This has a crazy amount of content and polish for a week-long jam game. I got to the point where the rabbit guy killed me and didn't see any way to avoid that... I guess that's the end? There were some points where stuff was unclear (it seemed like a couple things just required a bunch of waiting, like the girl appearing when you can't find the door code) but great game overall.
Solid platformer. I'd love to play more levels of this. The grab mechanic was a little tricky since it didn't happen automatically (maybe it would have been nice if I could do that with my right hand, so I don't have to move my finger to E so fast) but I got the hang of it. Having a limited number of checkpoints is also a great idea for a mechanic, even though the game was short enough that I didn't really have to rely on it.
Really nice game. "Spend health for more damage/range" is a great implementation of the sacrifice theme. The leaderboard was cool too (and not just because I apparently got the world high score, I don't know how that happened, I played pretty normally...) I experienced some really loud clicking sounds when the screen got really distorted near the end.
Fun game. I loved the sounds the "decorations" made. I wish the "you have to scare people right in front of the decorations to kill them, otherwise they just get faster" mechanic was made clearer- they flash white either way, so I assumed they just took a lot of hits to kill, and I only figured out how it really works when I read your comment here. Timing and weighing the risk/reward became really fun once I realized that.
Rock-paper-scissors was an interesting choice for the main mechanic of this game. I'm curious how the enemy AI worked, since there's not a lot of "strategy" either player can use, but it seems to notice and counter when I repeat one option many times. Eventually I just replayed and picked randomly until I won. The UI was quite nice and I liked the updates on the game.
The game seems broken for me... I go through the first dialogue, then walk right a few screens, then at the end of the hallway there's a blank dialogue box and when I click the game freezes with a bunch of errors. Also the game player is extremely small, which makes the text hard to read (and when I fullscreen the dialog background doesn't resize, so I still can't read it very easily). Am I missing something or did the game break somehow?
Fun game with great graphics and a lot of polish. I wasn't sure how exactly the sacrifices worked- sometimes my firing rate would get faster and sometimes it would get slower, and it seemed to take me about the same time to kill an enemy regardless. Also, very minor but it would be nice to show the run's score on the game over screen.
Great game with some solid puzzles! They're very execution-heavy, depending a lot on timing and precision placement, which could be a little frustrating when I already knew the solution and just needed to do it right. Snapping the trap to the tile grid might be helpful, so that it doesn't matter so much where exactly you place it relative to the buttons. Overall the mechanic was very creative (and made sense from a story perspective), and you explored it very well.
Interesting game with lots of options for combat. It wasn't really necessary to engage with the systems much though- the small enemies are easy to avoid/kill normally, and the big guy's attacks can consistently be dodged or just tanked (if you have full health by the second phase). Ideally the game would encourage you to use the different attacks through the enemies and level design, where there are different situations that each attack is suited to. I think there's a lot of potential here.