====== cat planet ====== {{infobox> name = cat planet image = catplanet_titlescreen.png released = December 13th, 2009 developer = [[sylvie]] }} cat planet is an exploration platformer video game developed by [[sylvie]] for 2009's [[https://web.archive.org/web/20130818094313/http://www.ludumdare.com/compo/ludum-dare-16|Ludum Dare 16]]. The game is set in a world full of cats that say something when you collect them. A fan-made sequel/expansion, [[super cat planet]], was developed by [[Giik]], who would later go on to become a developer for [[https://en.wikipedia.org/wiki/Rivals_of_Aether|Rivals of Aether]]. ~~TOC_HERE~~ ===== Gameplay ===== In //cat planet//, the player controls an angel and collects cats by touching them. Each cat has a piece of dialogue, revealed when you collect it. The goal of the game is to explore until you find and collect the final cat, wearing a golden crown. Although there is no reward for doing so, you may collect all 67 cats. ==== Controls ==== The angel has relatively standard 2D platformer controls, although you are always allowed to jump (even in the air), and you can control the height of the jump using up/down arrow keys. The angel's physics are fully frictionless; it never slows down on its own. It bounces away from surfaces, with a different restitution ratio based on the bounce direction (0.75 horizontal, 0.5 vertical). ==== World ==== The world of //cat planet// is divided into screen-sized rooms, seamlessly connected.\\ There are 5 areas: cat village, jungle, factory, lava caves, and the final area. ===== Technical details ===== The game was developed using some variant of GameMaker v1.4. The game uses sequenced music. Specifically it uses [[https://pxtone.org|PxTone]], a music engine developed by [[https://en.wikipedia.org/wiki/Daisuke_Amaya|Pixel]] as an evolution of Cave Story's //Organya// music engine. It's also used in //[[https://en.wikipedia.org/wiki/Kero_Blaster|Kero Blaster]]//, among other things. sylvie's first game to use PxTone appears to be //Inter-Galactic Jewel Thieves!!//. Levels are designed at 480x368 pixel dimensions (30x23 grid of 16px tiles), but the actual gameplay screen is 480x36**0**, causing the lower half of the bottom row's tiles to be cut off. {{tag>games "games by sylvie"}}