What is This?
Once upon a time... A young cat lived in a small town of Catsensburg.
The cat was small, but brave... Risking his life to anything he wanted...
The cat folks kept talking about a mysterious, creepy, dark mansion with some magic milk at the top.
The cat would be absolutely flabbergasted upon gaining such information.
However, there was problem...
Savage monsters were lurking and roaming in the mansion in search for blood!
But the treasure at the top was too much for the cat. He would go inside the creepy mansion in search of the magic milk...
How Do I Play?
Making Of Catlike
This roguelike game was made by, me, D3V? in 5-7 days in Pico-8.
The template this game uses is made by Krystman, from the game Porklike from his "How To Make A Roguelike In Pico-8 Series".
Music made by Sebastian, and is NOT mine.
I just wanted to create a smol roguelike game, that's all.
- Initial Release.
- Added Healing Potion.
- Two Healing Potions are given at the start of the game.
- Changed health and attack for majority of the enemies:
-- Snake now has 4 HP.
-- Ghoul now does 3 DMG.
-- Bird now does 2 DMG and has 6 HP.
-- Bear now does 8 DMG and has 20 HP., making him a massive threat.
-- Fox now does 4 DMG and has 8 HP., making him more dangerous.
- Weapon changes:
-- Large Club may heal the enemies now.
-- "A Gun. That's it. A gun." has been simply changed to, "Gun" (for the sake of space). It always buffs enemies now.
-- Holy Cleaver now does 3 DMG but blesses the player if the weapon is used. Armor can't be used while Holy Cleaver is used.
- All status effect show for how many turns it'll last next to the symbol. (For example, ♪4 means buffed for 4 turns.)
- The cursed status effect still lasts if the mob has been hit. Bless is still the same.
- Changed the weapon window description slightly, and added new descriptions for the new weapons:
-- "This item poisons enemies" is now, "Poisons enemies", etc.
- The food broke, fixed it.
- Fixed Status Effect.
- Healing Potion now heals a lot. (3 HP. specifically).
- The cat can now hold 12 items instead of 6.
- The use menu and the hint menu are placed differently.
- Carboard Boxes now have a higher chance of giving items.
- Carboard Boxes now have a lower chance of summoning mobs.
- Carboard rooms may spawn a little more often now.
- Changed the spawn room.
- Enemies that wield the key now are permanently white in color.
- Enemy Changes:
-- Ghoul has 3 HP.
-- Bird has 4 HP.
-- Fox has 6 HP. and does 1 DMG.
- Gun now does 3 DMG.
- Changed the rats, the snakes and the ghouls animations.
- Carboard Boxes may only spawn rats instead of any mob.
- Now, the win floor is 11.
- Added New Enemy: Turtle.
-- Does 1 DMG and has 1 HP.
-- Whenever a mob, (including the player) gets next to it, it gets +1 ATK, +1 HP. and +1 MAX HP.
- Added a new room, The Void.
-- Has Void Tiles.
-- Void Tiles block view like Plant Tiles.
-- Void Tiles turn into red goo when stepped on.
-- Red goo gives 4 Poison.
- Fixed Fog of War
If any bug has been found, please say!
very fun but extremely difficult, a recommendation that I have is the first floor having a couple of healing items, or healing a little after each floor. it's easy to die just because you can't get enough healing items which I think brings the game down a little bit, but i still think it's really good!
Very good. I agree with @chair777. Either more healing items or maybe they should heal more. I got two healing potions in the first 3 floors and each one only healed 1 hp. Food, or what I think might have been food(?), seemed to do nothing at all. Otherwise it's a pretty fun game, though there are many just like it.
This is a roguelike. Did any of you complaining about game play porklike? I'd say this is as well balanced as that. It's hard. You gotta get lucky before you win. But that's the game.
That said... frickin' birds!
So I have noticed a few things. There's a message that pops up when you start a level that you can't read because the "Level X" sign covers it.
The poisoned katana is usually the 3rd weapon you get, but by that time I've usually got the club which does 3 immedate points of damage and kills most enemies at that point, whereas the poisoned sword does 1 point... and poisons them. Is there a reason I should be using that over the club?
I've also noticed that while most items are randomized, there's always toy fish and it always decrease HP. Same as any other throwing weapon, really.
And what's the difference between "Blessed" and "Buffed"?
@joearlarson, I do think Porklike is a bit too hard.
The birds, you don't mess with em'. Try to avoid them, but they can see you easier than other than other mobs(the line of sight is larger for the bird than other mobs).
The message is not necessarily important, it only pops up when you open the trapdoor, to alert the player that they used the key. You probably immediately went next floor after opening it, making that happen. I didn't make it a message that you had to press X to close, as it would be annoying.
Yep, I need to change more balance in the game, specially the weapons.
The toy fish is mainly supposed to be found in the playhouse room, the one with the scratcher and yarn. I still, however added the toy fish as "random" items. "Decreases HP" decrease the max HP for the mobs.
"Blessed" makes the player take half the damage they were supposed to take, just once. This resets if you go to another floor, but "Buffed" increases your damage by 3 for 3-6 turns. You can also be buffed by the scratcher item in the playhouse room that I mentioned earlier.
@UnitVector, thanks for playing my game! I may change the HP that the healing potions heals. You get two healing potions at the start of the game.
How do you avoid monsters if you haven't got the level key yet? That's the thing about this game. In porklike I could avoid most enemies on most levels, except on floors where you needed a key, but in this game you have to engage every monster until you find the key on every level. So you say don't attack the birds, but what if one of them has the key? Never mind being able to search for much needed items that are usually guarded by at least one enemy.
The way you've setup the game, not engaging an enemy isn't generally an option.
So buff only lasts for 3 turns, so you gotta scratch that post, and kill every last enemy in the room, and then you're done? I've been wasting my buff.
Also, I don't get the point of buffing or healing enemies if you've got a weapon that can one hit them. I get it if they survive more than one hit but:
- They get a hit off on you after that, so you had better pre-load your attacks with ranged weapons so you kill them when they're close to you, and those ranged weapons, most of them, are one-and-done.
- You still gotta attack just about every enemy on the level.
Here's my suggestion. Make throwable items stackable, so you can have up to X (where X is some number you need reasonable, maybe 10, maybe different per item depending on how much sufferings you enjoy) in one inventory slot, and when you get these items, you get 3 of them at a time. That increases your ability to dish out damage, without having to change how many healing items you get.
Though, I have noticed healing items are a bit scarce.
I really like this game! Something I really appreciate is how most of the enemies and items that you collect are somewhat related to being a cat. That is something I felt like I wish there was more of in porklike, many of the enemies were just general monsters that you find in any dungeon crawling game.
It also is neat to see someone else's take on a cat-roguelike game, as that is the only game I have put on pico8 so far, and it is interesting seeing the similarities between the two games, such as how the cats in both games have the same head shape. That being said I definitely feel that the sprites in this game are more polished, as it is very clear to see what each sprite represents in terms of the game.
I sadly couldn't reach the magic milk ;-; but I will continue trying until I do!
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