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Space Cats In Space!

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Space combat with claws!

An advanced twin-stick shooter space epic, SpaceCats In Space! Follows the kingdom of Meowfyre’s rebellion against the dogs of the Grolich Empire. Bomber strikes, wingman assistance and RPG-like leveling are all tools at your disposal in the battle to stop OberLuft Kommandant Arnuld Von Schloss and the vast Grolich war machine.

Featuring “Screen Shake” feedback and full voiceover and dialog to immerse you in a World War II inspired space battle of cats versus dogs.

"MINIBOSS" build features

  • A new weapon/ammunition system featuring a resource called "Stardust"
  • Minibosses that you fight for new weapons.
  • Leveling up
  • Added difficulty with shields, barriers and respawning enemies. Hit ESC in game for a card explaining the controls and concepts.

Upcoming "FATCAT" build will feature 

  • Two player local co-op
  • Additional enemies

Roasts

Guurd 1 year ago

Story/Writing/Dialogue Controls
I found the production value in this game suprisingly high. There was voice acting, mid dogfight conversations and a theme song, a freaking theme song (and it was so cheesy it's good!). The music was alright from what I played. It was just the theme song without the lyrics, but it sort of fit the mood. But that all went down the drain when you actually started playing, and you tried to move the spaceship. I'm sorry to say, but I found the controls terrible. You'd think you'd move the direction the ship is facing by pressing W and move left or right depending on if you press A or D respectively. But no, you moved up by pressing W, left by pressing A, right by pressing D, and so on. But that was not all. The speed in which the spaceship moved was inconsistent and was really frustrating. You moved in the direction in which the spaceship was facing by pressing space, so I thought it'd possible to do so, which just makes it more frustrating.

Here's how I would've do it. You moved in the direction the ship is facing by pressing W and move left or right of the spaceship depending on if you press A or D respectively and you move backwards by pressing S. The spacebar could've been a sort of thruster mechanic, where you'd move a little further in the direction you´re moving. I don't now if this only annoyed me, but I felt like it could be worked on.
Otherwise, great stuff!
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Guurd 1 year ago

Also, what I mean by "story/ writing/dialogue" is the voice acting, music and production value in general.
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RoboticPotato 1 year ago

Controls are a funny thing. We playtested it the way you suggested and the reception was negative due to the added difficult of the controls reversing.

Currently we are using a Smash TV or Hotline Miami style where the character simply goes where you press. It could change in the future depending on further playtests.
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Cosmo Duck Games 1 year ago

Story/Writing/Dialogue Controls
I very much agree with Guurd on the presentation of the game being surprisingly high. The music, graphics, voiceovers, and visual effects were all wonderful and drew me in right away. The music did get a little repetitive after a few minutes, but the energy was great so I was able to overlook it for the most part.

My biggest complaint is also in agreement with Guurd for the most part. I do agree the controls need some work, but I was fine with W being used to always move up, S to move down, etc (though I would have been fine with Guurd's suggested controls). I had two issues with the controls: the sudden burst in movement on occasion and the direction not always going where I would expect it to.

The sudden burst in movement seems to happen when going in a new direction every so often. It feels like the ship moves much faster than it normally would so I felt like lots of times I was struggling with getting my ship positioned the way I wanted due to moving past where I intended. In short, the movement speed didn't feel linear.

The direction seemed to happen when I was pressing several keys simultaneously and moving between them. if I'm moving down with S, then hold D to go down-right and then release S and hold W (so W and D are held down) to go up-right I'm mostly still moving to the right.

One other thing was I couldn't find any exit button when in full screen. I could hit End Game to go to the Main Menu, but there was no apparent way to exit the game.
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RoboticPotato 1 year ago

Thanks. Any tips on tutorials? Were you able to grasp the concept of the special weapons and usage of the bomber?

I just had a pretty brutal playtest. Fully half of my players were not able to grasp the concept of a 'twinstick shooter'- must of them couldn't comprehend using their right thumb to aim the ship and had a hell of a time with it.
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Cosmo Duck Games 1 year ago

The tutorials that popped up in the game world were fairly clear. It took me a few seconds to figure out how to use the weapons to get past the shield but once I realized I had to hold it down it made sense. I used a mouse and keyboard for the controls, however. I've played several twinstick shooters over the years so it felt pretty natural to me. My biggest complaint by far was the jerky movement.
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CoreGG 1 year ago

Game Graphics UI Graphics
Creative name haha.
I don't whats wrong the GUI. Its looks weird and out of place in my opinion. Maybe you should take some time to readjust the UI.
Sorry if that too ..hard?
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jaket 1 year ago

Game Graphics Controls
Presentation and graphics are really great.
Gameplay is also good and easy to get into. There is just one thing: sometimes I can't see for sure where I'm firing (when there's too much action on screen, with the wingman, etc). It would be nice to have the option to put a small crosshair on the screen. That would solve that problem.
But overall it's very solid, congrats.
Reply

dadimac 1 year ago

Mechanics Physics
It's going to be hard to roast this game because it's so excellent and ready to go.
I'll start with the premise and feel. Bourguoisie space cats spouting double entendres while fighting facist space dogs, it's like Little Britain-meets-one of those Hollywood talking dog movies. Utterly unique and creative, I love the little WW1-style leather caps and goggles that they wear, and the voice acting is top-notch. They blow a lot of banter out in the demo, which makes me wonder how on earth they'll possible be able to keep up the pace throughout an entire game. It's more like a cartoon movie that you play, in that respect.

Next up, the controls and mechanics. I love that you jump straight into the action, but that there apears to be the possibility of upgrades and RPG elements so there's more to come. The controls take a couple of minutes of play to really "get", but I really prefer physics-based control and mechanics that are reflective of reality. The more "aim-and-thrust-with-momentum", the better and more believable it is. Nothing better than thrusting, aiming backwards and shooting as you drift on... twin-stick controls don't work all that well in this context, it cheapens the experience and makes it too easy.

The bombing mechanism is great, once you get it, you depend on it constantly, and when you wonder "oh crap, how will I get thru THIS" you suddenly remember the bomber.

Finally to the look and sound. You guys really separate yourselves from the pack with the character overlays, they are very clean and well-drawn. Space rocks, enemy ships, rockets, bosses are all intricate and like good Saturday morning cartoons. Hopefully, we'll see a lot of animated cut scenes and videos connecting the game itself with the story behind it all otherwise, it would all come across as very shallow. I already mentioned the excellent voice acting. The sound is similarly great.

Loved the boss fight at the end, right on the ragged edge of almost not making it, but feeling elated that I finally did.

I wouldn't change a thing, just keep adding levels! Oh, I would love to see some speed run levels and rogue-like challenges.
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RothdaTheTruculent 1 month ago

Story/Writing/Dialogue Physics
First off, great writing and design. I loved the cut scenes, humor, music, and "barks" that the different units make. I'm not really into twin stick shooters, but the humor and writing you layered on top made me happily play through this. I'm not sure if it would get repetitive later on, but for at least the first level it is great. Similarly there is a lots of neat units coming out and different scenes.

The main problem I had with the game play was mentioned above, that the player's ship movement doesn't feel right. I'm not exactly sure what the problem is, but moving the ship around just felt consistently off and weird. It was never doing quite what I thought it should. A few possibilities you could try:
- make the movement completely precise, e.g. you press "a" and it moves left at full speed until the instant you let the key up, at which point the ship stops dead . I could see this precise movement being good since you do have a bit of a bullet hell going on.
- look into some other twin stick/asteroid games, where is some momentum and friction in space. The ship takes a half second to reach full speed in a direction, and takes a half second to slide to a halt one you stop thrusting.
- would it be possible to have ships bounce off of obstacles rather than stopping dead?



A few other minor issues:
-On the main menu screen, make it easier to find the "Quit" button. I had to hunt around for a bit to find it.
- on the tutorial, make it a bit more obvious that you need to destroy the shield generators to make it out of that very starting area. I was hitting the the laser barrier with the strategic bomber for a bit before I realized i needed to blow the shield generators up.
- When I played on my 1920x1080 monitor in full screen mode, the UI textures all seemed a bit fuzzy and blurred out. Maybe look into making them crisper?
- There was one "Lightning" looking upgrade that dropped from on the mini-bosses, but I was not able to pick it up? I would move over it, and occasionally it would pop to a slightly new position, but it would not pick up. I'm not sure what was going on there.

Anyway, First off, great writing and design. I loved the cut scenes, humor, music, and "barks" that the different units make. I'm not really into twin stick shooters, but the humor and writing you layered on top made me play through this. I'm not sure if it would get repetitive later on, but for at least the first level it is great. Similarly there is a lots of neat units coming out

The main problem I had with the game play was mentioned above, that the player's ship movement doesn't feel right. I'm not exactly sure what the problem is, but moving the ship around just felt consistently off and weird. It was never doing quite what I thought it should. A few possibilities you could try:
- make the movement completely precise, e.g. you press "a" and it moves left at fulll speed until the instant you let the key up, at which point the ship stops dead . I could see this precise movement being good since you do have a bit of a bullet hell going on.
- look into some other twin stick/asteroid games, where they do something where there is some momentum and friction in space. The ship takes a half second to reach full speed in a direction, and takes a half second to slide to a halt one you stop thrusting.
- would it be possible to have ships bounce off of obstacles rather than stopping dead?



A few other minor issues:
-On the main menu screen, make it easier to find the "Quit" button. I had to hunt around for a bit to find it.
- on the tutorial, make it a bit more obvious that you need to destroy the shield generators to make it out of that very starting area. I was looking at the laser barrier for a bit before I realized i needed to blow the shield generators up.
- When I played on my 1920x1080 monitor in full screen mode, the UI textures all seemed a bit fuzzy and blurred out. Maybe look into making them crisper?
- There was one "Lightning" looking upgrade that dropped from on the mini-bosses, but I was not able to pick it up? I'm not sure what was going on there.

I know that sounds like a lot of criticism, but overall you guys have done a great job with your theming and writing. I think you can fix these minor issues and have a really neat game.
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RothdaTheTruculent 1 month ago

Uh, I seem to have double posted. Sorry about that. Not sure where to edit the reply.
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