NEKONOVA'S NOT HOME by LeYamez
Please read Instructions (:cat2:below) as there is no in-game Tutorial!


Story
You emerge from a supernova formed in the center of this strange new universe...
The Black hole formed by the Supernova is starting to rip and tear this universe to shreds! Jump from geometry to geometry in order to survive as long as possible before inevitably being sucked back into the black hole!
Act fast, but make sure not to collide with any unstable red shapes. Aim for the stable blue shapes!

:cat2: :cat2: :cat2: Instructions & Controls :cat2: :cat2: :cat2:
Left Click to shoot your ship in the direction of your mouse. Use gravity to your advantage!
You only have 1 shot! But you can replenish that shot by possessing blue objects!
Good Stable Blue Geometry you can jump off of! Score increases by 1 each jump!
Bad Unstable Red Geometry launches you immediately in a random direction! Unstable geometry do not increase your score, so make sure to avoid them at all costs.
Goal get points from blue geometry while avoiding the black hole!
Collide with geometry to launch yourself and continue to orbit around the black hole! Each time you jump out of geometry your score increases, the more geometry you collide with before you get sucked into the black hole the higher your score!
At the end of the game when you are sucked back into the black hole your score will be displayed. Feel free to post and share your top scores in the comments!
it sure takes a couple runs to get used to the flow but please keep trying! You can do it!

Features
- Orbit around the black hole for a wild gravitational ride!
- Jump between more than 5 distinct shapes!
- Play as a different colored cat each time you play!
- Avoid unstable geometry in order to keep control and avoid orbiting constantly around the black hole!
Increase your Score!

Combine your jumps from shape to shape!

Credits :smile_cat:
Andrei Cabungcal | https://ldjam.com/users/royalcookiex | Lead Programmer
James Hicks | https://ldjam.com/users/leyamez | Programmer
Justin Choy | https://ldjam.com/users/polkoii | Art* and Music
Joao Villela | https://ldjam.com/users/villeloso | Modelling and Programming
Josh Estillore | https://ldjam.com/users/joshthestriker | UI
Tyler Lee | https://ldjam.com/users/ | Design and Ideas
*Responsible for all animation, 2D art, graphics and most 3d modelling
SOUNDTRACK: https://youtube.com/playlist?list=PL1OFXjTpl97h3e0ZYu_c-KtndO7nctN0f
Known Bugs - Player can escape the gravity sphere if they go far enough - Fixed! - Fullscreen button does not work - TEMP FIX: Use [Alt+Enter]
| Windows - ZIP | https://leyamez.itch.io/nekonovas-not-home |
| Web Browser | https://leyamez.itch.io/nekonovas-not-home |
| Original URL | https://ldjam.com/events/ludum-dare/49/nekonovas-not-home |
Ratings
| Overall | 450th | 3.734⭐ | 81🧑⚖️ |
| Fun | 390th | 3.731⭐ | 82🧑⚖️ |
| Innovation | 211th | 3.838⭐ | 82🧑⚖️ |
| Theme | 721th | 3.569⭐ | 82🧑⚖️ |
| Graphics | 376th | 4⭐ | 82🧑⚖️ |
| Audio | 193th | 3.89⭐ | 79🧑⚖️ |
| Humor | 606th | 3.167⭐ | 74🧑⚖️ |
| Mood | 494th | 3.633⭐ | 77🧑⚖️ |
| Given | 103🗳️ | 137🗨️ |
@mateu All the blue shapes are safe to jump to, and all the red ones were unstable. Thanks for playing though! We thought the player would enjoy just floating around the level so we left it in.. strategy comes from being able to chain between the blue shapes, keeping control.. didnt have time to implement a tutorial unforunately :(
I love the audio track its very chill! had that 80s synth sound which i love. I hope my review and rating was fair! cheers!
PS i got to 13 after my 6th try.
(EDIT)
My wife played the game too. she tried for about 30 minutes. she got from 0-5 most times. but she did get 17 one time, i wish i could send you the photo as proof!!! im gona bump the overall from 4 to 5! because my wife played it more than she played the game my team was involved in...good job. I'd love to see a finished product from this, this game is fun and easy and the RNG is good, i feel the RNG is 90% if you are clicking randomly, and 50% if you're clicking intentionally with aim.
my wifes take on the audio she said "it sounds very chinese" (shes from Indonesia and I'm korean-American}. I liked the audio alot though!
Cheers! great game guys! my favorite still

@hybridkin Awesome, already beat my highscore!
It's addictive, even though apparently I'm very bad.
I really like the music.
congratulations
@binaryprinciple Wish we had the time for a tutorial! I agree, it feels real nice chaining shapes from far away and OOO rhythm mechanics??? That'd be something!
@ominusgalaxy44 hopefully the updated ludum page will give better instructions!!!
@baconharemthug looks like the mechanics started to click! I wonder if you beat my highscore!
***I've been practicing and I finally managed to get 25!***
@shawn-beck @snowpriestess @maxpower638 @fernando-sydenstricker-c @senso @wobs @becky-rayner Had a lot of fun making the intro animation and ohhh when it was in game, that was incredible!!!
@kaiomoi I'm a bit addicted as well! Sometimes the runs are just a score of 1 but other times you get in the flow and it breezes by while you're reaching 20! Just like @grimmpaperman @artman @mabrax found out. Sometimes the RNG is on your side, sometimes it isn't! But the quick respawn just pulls you in, right???
@binary-coder I felt a rhythm as well! but sometimes, you just want to take a break and float around like @mateu
@noctiphobia has the right idea! Using clusters can net huge points but careful you don't missclick and launch yourself into somewhere dangerous! I found that keeping a constant uneven rotation with the blackhole (so making ovals around the blackhole) gives you just a lot of time to plan your next jump! @landosystems maybe you could try these strats! chain your jumps but careful since you only have one! Be sure to use gravity to your advantage! @tebiondl I'm still practicing as well!
@hybridkin I'm glad you enjoyed the experience!!! I had a lot of fun making the tracks! Especially the main theme that plays as you play. I actually played your game before you ended up posting here! I'll leave a comment sometime soon! I'm not sure what it means for audio to "sound very chinese", what does that mean?
Great job! I also think the audio was great and this was (most importantly) a really fun game!
Loved the little detail that you get a differently coloured cat on some of the runs (though what that implies narratively about what happens to the cats in earlier gameplays I don't even want to think about! :O XD )!
Graphics are pretty clear overall and the gameplay loop is fun and challenging!
First the game was a bit hectic and I did not know what to do, but after a while it was zen.
I like the music very much. Fits very well, mix of calm and happy, a bit pushy.
I love the effect when the cat-flying-saucer (?) appears for the first time.
I like the animation and effects of the blue things.
Click controls are solid.
I would have liked the movement of the blue and red things to be a bit slower allowing to target better.
I would have liked the movement of the blue and red things to be a bit more towards the outside, very often the next target was moving towards the black hole, as well as myself, therefore not giving any chance.
If the catapulting out of the current blue thing would be a bit more dynamic it would help. A bit more impulse. I see clicking the mouse far away gives it more, but maybe even more?
I think the game has potential. I would love to play a version which is even more zen/ flow: maybe even allowing three targets, i.e. even if not in blue (at start 3, shooting looses one, getting into a blue increases by 1.5 or something like that).
An interesting concept, but I'd have liked more interaction, if you got a bad dice roll with the blue asteroids , it didn't feel all that interactive awaiting you cat guy to hit a blue one.
I loved the 2D Fx at the start of each game with the little cat face :3
However, that chaos may well have been the whole point of the game (and in keeping with the theme) but it was frustrating how many times I seemed to be doing well but then go slammed straight into the black hole by something shooting in from off screen to fast to do anything about it.
@malcolm The chaos and randomness was indeed intended, but I think we went a bit overboard with it hahahah. But about the camera issues, if you could talk a little bit more about it, please do. We want to understand what was the issue.
@mascoll Shhhhhhh, don't tell our secret...
Thanks for everyone who played!!!
So, not all blue things are good for you and not all those red are bad. Sometimes you'll want to take a risk with a red one, to save yourself from riding a wrong blue.
Also, the amount of camera movement seems excessive as it is constantly lurching one way then the other. It seems unnecessary as, while you need to keep track of your craft, everything in the game centres around the black hole and you need to know where your are in relation to it at all times. You could have had the game static, with no camera movement, and the game would play fine as you never need to see your ship up close.
However, I can see that camera movement makes the game more dynamic and, therefore, exciting. So, it might work to have the camera zoom in less and to use lazy following where the camera doesn't track the ship exactly and doesn't make any abrupt movements. There would be a slight lag to the camera with some easing into changes of direction.
Again, this was just my feeling playing the game and I am not an authority. So, I'm not saying there is anything wrong with your game just the changes I would make if it were me. I do like the game a lot.
With that in mind, here are a few additional thoughts on refining the game. How about starting off with fewer objects (especially the red ones) so that the player can ease in to the mechanics of the game and then the difficult ramps up as the number of objects increases over time. Furthermore, it might be interesting to how most new objects start with a velocity tangential to the black hole so that they are more likely to orbit (unstably) rather than flying straight down the throat of the black hole. This would allow for a more tactical approach as the player could hop from orbit to orbit more easily. The chaos would come from the interaction between objects and the, now rarer, kamikaze objects heading straight for the black hole.
@mathemagician @shreemp Thank you!!! Yeah, it takes a bit to get used to the flow of dying and getting the best score.
@hybridkin Thanks I guess! It was fun to make the track :smiley:
@edevjogos oooo yeah timer sounds like a nice idea!
@hwaet glad you enjoyed the game!!! It was a perfect opportunity to be able to make a game that both has chaos and a very nice relaxing atmosphere! I enjoy it immensely
@stephenwhoskins thank you so much! glad those helped the experience!
@guitarbro the design of 2D with 3D was partially because I was getting used to 3D art actually! but the colors were on purpose and I'm glad they worked out! I think I get what you mean about the music being a song other than a soundtrack but I'd love to know what you mean by it!
@ks-zealot thank you!!! +:cat:
@mascoll :eyes: someone mentioned the different colored cats theory!!! we thought about that too when we added this feature. The jump indicator actually was a thing in concept! It was an arrow that would appear around the object you were in in order to indicate the direction you would go. It would point towards the position of your mouse. Though it was scrapped pretty early when design and more interesting ideas (like the starting animation) took priority.
@itzemii interesting... leaning into more of the atmospheric relaxation would be a neat concept! I'm not sure what you mean by allowing three targets, could you explain that a little bit more?
@exmxpx the trails are one of my favorite parts as well! i can see where the earthworm jim vibe comes from! I'm guessing the atmosphere and sound?
@antrimplato yeah! I was thinking something similar as I wanted the player to be able to do something when they're in an idle state (like rotating the saucer or shooting things) but it never really got far since we couldn't decide on a solid idea.
@pkzinpo I'm not sure how the hitboxes are coded but that sounds like a problem! i get the feeling of when you hit something and the feeling that it should have collided! it doesn't give a nice feeling. more blackholes, planets, and things to orbit around sounds like a very nice idea! that would make it a lot more interesting :eyes:
@recnaps thank you! glad it was inviting!
@chris-hay yay! glad it fit the theme well! yeah, it takes a bit to get used to and get the right choices in a run! a little tip is that I find that it helps to go perpendicular to the orbit! the cat was there the entire project! it really gave life to it :scream_cat:
@paulhocker items and other geometry fit perfectly with some of the ideas we had around the 2 hours left mark! definitely would be fun to explore it more! totally understandable! The game takes a bit to get used to (partly because of there being no tutorial) but thank you for giving it a second chance!
@prismapunch so glad the art matched our game and that it pleased you!
@ozfolo I find it addicting as well!
@johnnysix yeah that was a problem! we had a bit of trouble trying to think of what to add in to make it more interesting but have it still doable within the timeframe! unfortunately we didn't make it there but I'm glad it worked as a concept! and yeah! 10 is really impressive. took me awhile to get there and 20 even more!
@pandore the catplosion is one of my favorite parts as well! usually the higher your score gets, the harder it becomes as the spread of the blue objects can be unpredictable!
@malcolm totally understandable! yes, that is one of the problems leftover: unpredictable kamikaze blue shapes. it does feel less controllable when you are unaware of what is outside your view! though we thought that the camera moving in and out made the game more cinematic and fluid, we'll definitely take into account it polish it better in the future so it is not as disorienting! the orbiting fix sounds perfect and the less shapes sounds like a good idea in general! nice fixes to some of our biggest problems!
@cakestorm I'm so glad you liked the game! you mentioned almost everything I would mention that makes it such a marvel for me to look at.
@ic-rainbow couldn't have better said it myself!
@dylen thank you! it was great fun making the animation~!
I meant that in your current version when being in a blue box the player has ONE try/ shot. My proposal is to try out giving the player 3 tries before getting into next blue box. But somehow limit it in someway.
All to make it more zen.
The art, music, and gameplay came together great and I love that your cat gets randomized each time xD
The only problem I had with it is the same as some others have said where you sometimes just have to hope for the best with your shots. It also took me a while to realize that the speed you jump out of the blue objects is based on the distance between your mouse and you (I think. sometimes I would aim really far away and I wouldn't jump out that fast or sometimes I would shoot out pretty fast when I'm not aimed that far away)
Here's some ideas I had to increase player agency (I probably wouldn't do all of these ideas together):
- Increase the hitbox size of the blue guys. Sometimes I felt like I should have hit them but didn't
- Give the blue guys a small gravitational field that just pulls the player
- Give the player a gravitational field that they can activate with right click to pull blue and red guys
- Give player really weak thrusters (click and hold while not in an object)
- Give player multiple jumps when they exit a blue guy OR give jumping a timer (even if its like 10 sec)
- Instead of clicking farther away to increase jump speed maybe click and hold to charge up so the play can jump farther even when the camera is zoomed in
- When you jump at the start, set the velocity instead of adding a force so its easier to know which way you are going to move
Ideas so jumping between objects quickly isn't the main strategy:
- Blue guys explode (die) when you jump out of them
- Blue guys knock the others away when you jump out of them
- If two objects hit each other, they get pushed away from each other quickly
Misc Ideas:
- A yellow object that gets destroyed instantly when you touch it, but boosts you in the direction you are already moving
- a purple object that that acts like a blue object but spits you out in a random direction if you dont jump fast enough (kinda like a red and blue object combined)
- A powerup that duplicates you could be funny xD
- A Green object that lets you use the thrusters mentioned earlier but has limited fuel
- I don't know if the different shapes do different things, but that could be a cool idea that some of them shoot you out faster (the round blue one stands out because it glows so maybe this one could boost you more)

@macaroni-dev thank you so much!
@rose @cyrille @mikouaji @vivyhasadream Glad you had fun and enjoyed the graphics and music!
@atmospherium a lot of steep ups and downs! The art style was a very quick decision to save time and still make it look great!
@bunnybones it felt very atmospheric and zen when I play as well :D
@cody-miner thank you so much! I agree that the helplessness does contribute in some way. I'm glad you had fun being helpless!
Yeah, the lack of a tutorial left a lot of the game to be discovered and not everything was natural to figure out. Yes! Your jump is based on the distance of your mouse.
**Player Agency**
- The hitboxes definitely need some changes!
- The gravitational fields and the thrusters sound like excellent additions and the change on jumps is pretty cool! I agree that charging up your jump feels more natural to do rather than what is in the game right now.
- The velocity idea sounds neat but I don't think I understand it that well. Could you explain it a bit more?
**Jumping and Strategy**
- We actually thought about explosions for the red shapes! It eventually became what the red shapes are now but explosions would definitely be a good future addition! That, and the pulse that pushes other shapes away.
- We thought about making the shapes repel each other as well but if I remember correctly, we opted for the clumps of shapes so players can chain jumps with a huge risk. But I do still like the chaos that that idea insinuates.
**Misc**
- I like all those ideas. omg why did i never think of different colors??? I guess that was the crunch's fault but those additions are insane. Would love to do something like those if this ever goes anywhere!
- I absolutely love duplication and the chaos that comes with it. That would be great.
**Side Note**
- OH MY GOD YOU GOT 37 HOW DID YOU GET THAT THAT IS INSANE
- YOU BEAT EVERYONE BY A HUGE MARGIN WTF
# GOOD JOB!!!
& THANK YOU FOR THE FEEDBACK! ALWAYS APPRECIATE IT <3