Feline Flood Fiasco by potatolain

About
Feline Flood Fiasco is a new puzzle game for your NES! It was built using Retro Puzzle Maker with some custom C to make everything just a little bit more unique!
You're in the basement of a cat hotel, and a flood is coming through! Climb up through 20 levels of hotel, saving cats along the way. You can delay the water filling the rooms with blocks, though the flood is inevitable. Can you escape with all 50 cats?
Controls
- Control pad (arrow keys): move
- A button (z key): Enter stairs without all cats
- B Button (x key): undo last move
- Start button (enter): Pause, dismiss menu/intro screen
NOTE: If you get stuck, you can restart the level in the pause menu. (Please let me know so I can fix it though!)
A note on playing the game in your browser
The web-based emulator isn’t that good. It has a bit of trouble with choppy sound, and other minor issues.
If you know how, please download the ROM and play it on an NES emulator, such as Mesen or [FCEUX(https://fceux.com/)].
Changelog
Initial Release (#383)
- Game release :)
Tools
This was built using Retro Puzzle Maker - a puzzle making tool you can start without any code! (Disclaimer: I changed the engine using C to add the water effects)
I actively support it - don't be afraid to reach out if you have questions or thoughts!
Other tools used:
NES Space Checker (nessc) by Shiru
Famitracker by jsr
2BitCharacterGenerator By 0x72
2Bit Tile Generator By Me!
Screenshots





Contact
Past the close of the competition I probably won’t be checking comments on this page much. However, feel free to reach out to me on Twitter about it! If I do anything with this in the future I’ll be sure to share there too. Thanks for stopping by.
Does it really work on the NES?

You'd better believe it!
(ps: Yes, I know my desk is really dusty. I'll take care of it soon!)
Ratings
| Overall | 40th | 4⭐ | 30🧑⚖️ |
| Fun | 71th | 3.911⭐ | 30🧑⚖️ |
| Innovation | 259th | 3.411⭐ | 30🧑⚖️ |
| Theme | 195th | 3.839⭐ | 30🧑⚖️ |
| Graphics | 181th | 3.768⭐ | 30🧑⚖️ |
| Audio | 114th | 3.685⭐ | 29🧑⚖️ |
| Humor | 224th | 3.114⭐ | 24🧑⚖️ |
| Mood | 158th | 3.574⭐ | 29🧑⚖️ |
| Given | 35🗳️ | 29🗨️ |
A bit shorter and easier than your other LD games, but I still quite liked it.
If I could improve anything, I'd use a darker blue for the water since I felt like it looked a bit too similar to the walkable blue tiles.
Also, some of the puzzles were a bit on the easy side, but that's just me. Some of them did challenge my mind a bit on the other hand. If they could scale up in difficulty as you progress through the game instead of being all over the place. Other than that they are quality and are an absolute positive overall.
The music is your standard fare, that is simple yet effective.
Overall, another quality NES Ludum Dare submission :D
PS: Is it just me or did we both made games that feature rescuing cats from impending doom? (Well, I have cats among other characters...) Great minds truly think alike, hehehe...
ps: A bit high sentivity on browser for moves.
@vectrex28 I think you've probably got this one - your game's really solid! (Seriously if you like NES entries, go check his out too!)
Unfortunately I got pretty sick on the last day and had to cut the scope quite a bit. Part of it was rearranging the stages - I did a quick runthrough, but I totally agree the order isn't great. (Also of note, I never built a way to sort levels in retro puzzle maker, so I had to do it by hand. Apparently I really do need that feature!)
Lastly I was actually intending to drop the player's speed a bit at the end, but it slipped my mind. I hope that the undo key can prevent most of the frustration with it, though.
Thanks again folks!
Really impressive that you were able to get a full-blown NES game done, awesome work!
Good luck in the compo!
About the game: I liked the puzzles, the art and the "meow-like" sound effect, and I only have a few nitpicking points to make:
* I think it would be n**ice**r if moving over ice didn't have the same animation as walking, the character just sliding over it instead.
* For turn-based puzzles like this, I like the character to slightly pause after each step - too many times I'd walk past the point I intended and had to undo a step or two.
* I know it's not trivial, but when pushing blocks it would be nice if they were temporarily turned into sprites for a more continuous movement.
@wendel-scardua Ah, sorry to hear you got sick too. Hope you're getting better as well.
On the ice thing, you know, I literally never thought about that! It'd be pretty easy to implement, maybe I'll do that next time I work with the puzzle maker.
The sprite thing I do want to do one of these days, it's just quite a bit of effort. Thank you for the feedback!
The gameplay mechanics are introduced really well !
I'm on linux and FCEUX worked great, but I couldn't make it work on Higan.
PS: I'm tweeting about games I play from this jam, here is yours: https://twitter.com/TheAntonSem/status/1512142552476139523
@sokette Huh, I can't imagine what went wrong with higan. I've tested this general codebase across a lot of emulators and flash carts+consoles, but I'll admit I haven't tried Higan. I may look into that at some point.
Also @exevirus the tool I used for the basic puzzle effort is online and free, if you're interested! The water mechanic was added using C, but everything else was done with it: https://puzzle.nes.science. (Disclaimer, I made the tool :sweat_smile:)
Gameplay was pretty straightforward and easy to understand. I felt that the levels were designed in a good way to get the player acquainted with the mechanics, like with the first level having no threat at all due to the water being behind walls and the sixth level having no danger to work out the new block mechanic. Most of the puzzles were pretty simple to figure out, but I must say there were a few in there that were head scratchers (like level 19, which took me a bit of experimenting to figure out)!
Graphics were great overall. Cats are very cute (naturally) and the tile design is good for ease of knowing was is going on. My only criticism along this line is that it can be a bit tricky to differentiate between the water and ice sometimes due to similarities in color and lack of a dividing line (like the light blue tiles have). Maybe using darker colors for the water might help (perhaps using the staircase color palette)?
Audio was good. The song was pretty catchy and felt like it fit well. The cat meow on pick-up was adorable and the higher pitched version of the sound for when they drown is horrifying (I made it through the whole game without losing any to drown because I always reset the level before that, and restarted it just to see if it had its own sound and I regret it >_>).
Having done some retro console work before (NES included), I know there are some pretty strict limitations for what you can do, so it's impressive you got this done in such a short time. Also, that base engine looks pretty cool. I might just have to play around with it a bit when I have time in the near future.
Edit: I completely forgot that I wanted to say that the name is fantastic!
The water color thing has come up a lot, but I hadn't noticed how bad it was with the ice - that's a really good point and something I'll have to keep in mind!
If you do use the engine, I hope you enjoy it!

We would've liked it better if you could undo all your moves, but maybe that was an intentional restriction?

We made a similar game, but from the side! :D
@dot-dev - My first thought is that you have to press start (enter) to dismiss that screen - I should probably have mentioned this, sorry. If that doesn't work, can you share what browser and operating system you're using?
You could also try downloading the [rom](https://cpprograms-nes-games-https.s3.amazonaws.com/ld50/ld50-latest.nes) and run it with either [Mesen](https://mesen.ca) or [fceux](https://fceux.com), if the web emulator isn't working for you. Please reach out if you're still stuck and want to play!
--
@blinry The undo limit was actually a system limitation - I really wanted to allow more! The engine allows up to 50 undo steps, but the way I implemented water broke it. Water is very dynamic in how it expands, and it wasn't easy to roll back. I ended up storing the entire state of the map for each step, which worked perfectly but used up a ton of the NES's 2kb of ram. Given more time I could probably fix it.