HAZCAT - Toxic Feline by johnnysix
Use arrow keys/wasd - get to the lift up top and avoid the radioactive goo!
It's a cat in a hazmat suit escaping a nuclear meltdown or something.


Made with Construct 2, Blender, Photoshop and FlStudio for the music
| Construct 2 FIle | http://www.johnnysix.net/games//ld51.capx |
| Compo Game | http://www.johnnysix.net/games/ld51/ |
| Post-Compo Tweaked | https://johnnysix.net/games/HAZCAT_PD01/ |
| Original URL | https://ldjam.com/events/ludum-dare/51/hazcat-toxic-feline |
Ratings
| Overall | 271th | 3.362⭐ | 49🧑⚖️ |
| Fun | 249th | 3.315⭐ | 48🧑⚖️ |
| Innovation | 440th | 2.641⭐ | 48🧑⚖️ |
| Theme | 424th | 3.011⭐ | 49🧑⚖️ |
| Graphics | 111th | 3.851⭐ | 49🧑⚖️ |
| Audio | 201th | 3.304⭐ | 48🧑⚖️ |
| Humor | 160th | 2.965⭐ | 45🧑⚖️ |
| Given | 37🗳️ | 65🗨️ |
Smooth controls but need a little help in jumping.
Music really got to its flurry a bit long. Could use the dynamics early on.
Good graphics!.
Job wel done!
It took a while to get used to the inertia of the character when jumping, it felt a little bit off. Everything else feels really smooth, especially the wall jumping.
Regarding the theme, I think your interpretation is a bit too easy and the 10 seconds thingy doesn't have a big impact. I imagine that without the theme, the acid would have raised smoothly instead, but that wouldn't have changed the gameplay.
Nice job on the visuals - the cat, the bubbling acid, the flickering lights - everything looks really cool! The music is great too!
Nice entry!
Game did not work in LD though. But it did through your link. Only I had to copy it because it was no hyperlink. (maybe add https in front of it or something..)
Thanks everyone for playing so far, I definitely think I'll be doing more Blender stuff for the animations, as it was super easy to quickly change things up, as opposed to laboriously drawing the pixel art.

Overall, it was fun and I wish it was longer! I got 34 seconds. Also, 'Hazcat' is an A+ pun.
Other than that, it would be nice to have some player SFX for footsteps and jumps, but you're probably aware of that. All things considered though, not bad!
[Screen Shot 2022-10-05 at 10.15.18 AM.png](///raw/47d/34/z/5256b.png)
I noticed a few things: first, you can scale the right side of the map all the way to the top small platform parkour section (hence my time), second, I fell down and got trapped by the moving bridge and had to sit there until the acid made its way up to me, third, the screen shake is sometimes a bit too much and forces me to stop playing so that I can see where I'm going.
Note that I played the Compo version.
Baking the 3D model animation totally worked, and as a fan of your Blender videos, I'm happy you utilized your skill for more than just the title screen this time around!
Controls felt awesome, and the game itself is very fun to play and figure out! Wonderful job!
@trexxak Thanks dude, knowing at least one person finds them funny/useful makes it worth sharing them haha. I definitely need to figure out more with the animation pipeline - janky rigs aside it's been much smoother to make stuff than trying to do the pixel art that's for sure!
@acdimalev - The music is tweaked a bit in v2 so it's less repetitive, it's in 5/4 so I could time a bar to a 10 second loop.
I'll maybe reduce the shake, the ridiculous magnitude is my favourite part though! :sob:
The controls were a bit slippery but I got a hold of it eventually and was able to finish the game.
The thing that bothered me most was the levers - it was not clear what they do, their feedback was not visible (the affected bridges were out of screen) and not immediate (the bridges formed gradually instead of instantly) and therefore it took me time to realize they do anything at all. Also it seems that there is no apparent gameplay reason to turn them off, so each time I re-touched them was a pain I tried to avoid.
Character art was charming and I liked the elevator at the end. The death animation was a bit too long IMO.
Cool game, looking forward to see more :)
I did change the controls / gravity etc up in the 'post-dare' version - I'll see if I can add a couple more levels and publish a more 'finished' game.
@brusi - very good point, I will address that lever thing - the bridges were an uh, 'artistic' choice as I wanted to do stuff with gears etc., but as usual, time got the better of me.
The levers are not as precise with the collision to the character, which I intend to fix.
I have a new death animation / cycle that should be a bit quicker too. :smile:
The main character sprite animations are impressive! Overall the game looks great, and even have a nice soundtrack (too bad we can only hear a chunk of it). I only understood what was happening every 10 seconds after finishing the game. The acid rising is otherwise not really a problem, even when I was taking the intended route. But it was still a fun platformer. Well done!
@itooh - thanks for playing- yeah, I addressed the acid / earthquake thing in the post-compo version , which in hindsight, I should have added first rather than wasting hours tweaking gravity :grimacing:
I played both the compo entry and post-jam entry, my ratings were based on the compo entry but my comments here are on your post entry.
I love a lot of your animations, the spin as you jump off the wall was a welcome addition after playing the first version and not having any feedback on the wall jump or how many are available.
The destruction of the level is great and adds a ton of tension that works really well for the verticality of the level. I do think the screen shake is still a bit too aggressive (it was scary in the original lol) and too disorienting to be fair. The camera also gets pulled away from me and forced further down which is both distracting and probably a bit unnecessary if the intent is to show the player "Hey there's acid". That could be handled with an opening cutscene, but also the pouring acid in the background handles that as well.
But overall a very nice base for a tense platformer. I wish I had a controller atm as it would probably feel way better that way but I'm on my laptop just doing my best, so I don't want to comment too much on the feelings of the controls. There was a marked improvement on the updated version however and I enjoyed my time with the game!
The biggest issue I got was that sometimes it feels like if the cat would have delayed input.
Also teh game did not even start for me on LD site. Just got a black screen.
@firesplash-entertainment - interesting, there's dynamic 'drag' based on whether the cat is in the air or not, he should accelerate fairly quick though. Hmm
Unfortunately, it's let down by the gameplay. I struggled to reliably pull off the wall jumps (and since it's never actually mentioned that you *can* wall-jump, I got very stuck on my first couple of tries). The controls feel too slippery, which makes the game's precision platforming extremely difficult even without the added pressure of the rising waste. I also find it annoying that the switches are triggered automatically when you touch them *and* can be turned back off again - one or the other, please, not both. The ones on the walls are too hard to turn on, and the ones on the floor are too easy to turn back off again, turning them into a massive inconvenience.
I don't know whether you fixed this in the Post-Compo version, but the countdown doesn't actually start at ten seconds, not does it reset when you die, so sometimes you die and restart and the danger level rises after only one or two seconds. That's a much more minor issue, though.