Critter Gang by lastsecondgames
CRITTER GANG Squeak! Chitter! Chatter! You'll send these mafia members to heaven on a silver platter!
You play as a red squirrel trained in the martial arts of crankin' out kunais and shwingin' shurikens! You'll teach three very important lessons to three unlearned deliquents:
Lesson 1: Integrity is important; I hope you find yours quick, Coyote. Lesson 2: You only get one life, Peacock-- change yours before you no longer have it. And most importantly, Lesson 3: Gambling others lives is a nasty business, Kingpin. Let's see how you feel when yours is on the line.
Help teach these mafiosos a lesson in Critter Gang while dodging attacks and retaliating with some of your own!

| Original URL | https://ldjam.com/events/ludum-dare/56/critter-gang |
Ratings
| Overall | 174th | 3.961⭐ | 66🧑⚖️ |
| Fun | 146th | 3.906⭐ | 66🧑⚖️ |
| Innovation | 704th | 3.102⭐ | 66🧑⚖️ |
| Theme | 774th | 3.367⭐ | 66🧑⚖️ |
| Graphics | 268th | 4.103⭐ | 65🧑⚖️ |
| Audio | 163th | 3.842⭐ | 62🧑⚖️ |
| Humor | 310th | 3.475⭐ | 62🧑⚖️ |
| Mood | 311th | 3.805⭐ | 66🧑⚖️ |
| Given | 88🗳️ | 135🗨️ |
Love the menu music tho ;)
I love the variety of bosses, they're all really great :D
It lacks a bit of options (dash, def...), of balancing (too many HP on bosses in my opinion) and of signs/feedbacks (patterns are sometimes hard to read / damage feedback is not very clear)
But the amout of content on the other hand is pretty impressive :o
Thanks for your game, take care :D
I found a couple of bugs, but they are not critical.
the idea and mechanics of the game are great, a very dynamic game
I didn't really like the bird, but the second phase was epic, lol
By the way, thanks for the gamepad support. It was really convenient
The fights are nice but they get a bit repetitive. I also find them a bit difficult but it remind me of Cuphead, I like it.
It would also be nice to see a regular level with enemies and traps instead of just a boss level.
The artistic style and musical accompaniment are top-notch!
Art rally sells the game, would love if this whole 20-s/30-s America vibe would be even more pronounced in the game.
Without a doubt it could be made into something great!
The animations are great and I really like the design of the characters and feel of their animations.
Overall I really liked this entry but my nitpicks with this game are:
* The damage indication feels slightly weak. Hard to tell when you have taken damage unless looking at the HP indicator.
* The Wolf attacks were not as well choreographed as the others. The two slash moves for example was not obvious from a little glance if it was high or low.
* Controls felt a little floaty like sometime I would feel like the movement was not precised enough for the platforming.
* Hit boxes for our character seemed a little big or maybe just the attack hit boxes are too large. Undersizing them always feels nicer to play even if not true to the attacks.
* First phase of the second boss dragged on a little. If the wind pull move was slightly less strong you could get more damage in that phase.
* Difficulty was a little high for my liking when you consider it was a game jam game. Not sure everyone is going to want to put the time in to understand the fights well enough to finish the game.
* I have an ultra-wide and the controls screen got cut off due to the scaling. Forcing a 16:9 aspect ration would have been better for me.
Really well designed and I really like the animation on the bosses. Great job :thumbsup:
The music was really top notch. I liked the character designs, and the menu navigation was very sleek.
The boss fight designs were very neat and nicely considered. I think Immortal Phoenix was my favourite.
I think the game is a bit too hard, though. While the I-frames were generous, I think there wasn't enough telegraphing for me to feel like I could do much about some of the attacks, especially in the coyote fight. I was constantly wishing I had a dash move, or some way to correct my positioning at the last second. I also found not being able to attack upwards pretty hindering during the first phase of the peacock fight.
Really cool designs here, tough gameplay, and a great submission to this LD. Thanks for sharing!
Not sure if it was a bug or intended, but I kept pressing W to jump but only space worked. Also wish there was a key i could press to fire... or I could just get a mouse
Controls are tight and it feels good to be jumping around and weaving through danger.
and the artwork is great!
Oddly enough I had the least amount of trouble with the final boss. But I also feel like it was the best designed battle.
When you first enter his level it feels much better because his attacks are better telegraphed, making his attack patterns much more digestible compared to the other two.
Really great work, and I can't wait to see what you guys come up with next!
Most enjoyable boss, Bear. Most ~~annoying~~ difficult boss, Peanix. (its a certified wall, gg)
Feels quite Cuphead adjacent in tone and style, I like the woodland creature mafia a lot, great personality in Critter Gang. I wish there was just a little more feedback when getting hit, not a full knockback thing of course, but perhaps some little visual blip when I get walloped and clawed. It's tough, but doesn't feel super unfair as each boss has a decent amount of lead time into their attacks. I like how they change it up every now and again, gave the characters a little extra personality.
The character designs are among my favorite in the jam! :smile:
https://www.youtube.com/live/I2NaC9C0rDI?t=8576
Also Wanted to ask if youre fine with me using gameplay + music from the game in this LDs [score chasers tournament](https://ldjam.com/events/ludum-dare/56/$405421/ludum-dare-score-chasers-qualification-begins) intermission video. (Would play in the breaks of the tournament on my stream). Last year for reference
https://www.youtube.com/watch?v=YuddhZScWxo
Although it looks like it wasn't in-house, I loved the music selection in terms of reinforcing the overall aesthetic. Art was obviously a big plus, and controls were tight, though it felt difficult at times to marry up shooting in the right direction with maneuvering my character, though I wish I was playing on keyboard so maybe didn't quite get the optimal experience.
Bosses were really developed with really different level aesthetics and designs. Really thorough stuff... well done all!
