This game has a wonderful drawing style and music. Its simple charm reminds me of the earliest Bonte games, but Dad obviously gave the kids most of the creative control. Which is just as it should be! Congratulations to your family for making a game that's fun to play and quite accurate about feline character. (Every cat I've ever met expects us humans to always know what they want, and to find it quickly as possible.)
I loved William and Sly, and though designed very differently, this game has the same expansive and peaceful feeling. The music is also excellent, as in your other games (I'd love a play list of all your game music, if one's available.) You have a rare gift for creating a sense of serenity in gameplay. I'm always happy to play your beautiful games and hope you keep making them for a long time to come.
I don't think I've seen better Flash animation, and the art and music is beautiful, but I love the intuitive gameplay most of all. I'm an obese fox because I like jumping around in your world too much. PS. Adventure games need more quests set by sensitive-yet-shirtless musclebound Beastmasters. Here's hoping you start a trend.
You know, having obstacles directly on top of accelerator gates -- or 2 or 3 accelerator gates piled on top of each other like a practical joke -- is the sort of thing that starts to hurt a girl's feelings after a while.
More generous repair powerups and fuel cells would be helpful considering almost everything in the sky causes immense damage to even the strongest hull. This includes hard looks from all the pilots who insist on performing the world's most static airshow over my launchpad for some unfathomable reason.
You took a lot of care with the beautiful art and I really like the simple items menu and style throughout. Personally, I didn't encounter any bugs. I would just suggest changing the font from Papyrus because it's a bit cliched. This game is elegant enough to deserve a custom font. Please do a sequel!
Really beautiful graphics marred by really clunky gameplay. Players need to be able to scroll through dialog instead of waiting or missing stuff, navigate using the map, and respawn to village. Most of all, do not place a bunch of poorly rendered cruft in the hero's path! Occasional barriers are one thing, but half of my time was spent figuring out how to navigate terrain using really nonintuitive controls. There is lots of promise here, however -- and I hope you keep working on it.
Oh and it's from Facebook. What a crap fiesta. Bad, bad call promoting this model of gaming, Kongregate. You guys are way better (and doubtlessly happier) when you're supporting indies. Leave this kind of douchebaggery to Zynga where it belongs.
I donate to developers here all the time, but this kreds for energy thing is sleazy and lowers my opinion of the game. I'm worried if this strategy is successful it will encourage other devs to build kred-sucking into game play. I *would* consider paying a kred "premium" to unlock levels or items but only if the game is outstanding. This one is a typical RPG grind -- nice for what it is but nothing special. So forget it.
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