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A Kitty Dream
Akittydreamicon
Developer(s) Raiyumi
Team members Ryan Carag, Bill Kiley
Scope June 2-6, 2014 ("Dreams")
Link Nitrome.com
Program(s) Flash
Genre Platform, Adventure
Credits Art/Programming
Ryan Carag
Music
Bill Kiley

A Kitty Dream is a metroidvania created by Raiyumi for the Nitrome Jam under the theme "Dreams". The player controls a kitty who wanders around a dream-like world trying to collect three squares to activate three gems. A Kitty Dream won first place in the Nitrome Jam.

Controls

  • Left Right Left/right arrow keys - Move
  • Down Down arrow key - Save game (at floppy disk)
  • S key S key - Jump (when air jump is obtained)
  • D key D key - Dash (when obtained)
  • R key R key - Restart from last save point

Gameplay

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A Kitty Dream is a platformer. The player is able to walk, run, and jump, and later on can gain the ability to double jump and dash.

Walkthrough

A Kitty Dream is split into three worlds, the player starting in the first world and gaining access to the other two worlds later in the game.

World 1

The first world in the game, this world is the largest of all the world and is exploration themed. The main colour for this world is muted green. The player starts at a bed, and can either walk to the left or right. The player should walk to the right, as the left path is not currently able to be traversed.

Walking to the right, the player should make their way to the floppy disk. They should save, then continue into the next two rooms and take the downwards gap into the next room. The player should be careful to jump on the platforms, and upon making it off the third platform, the player should save and continue forward, going down the chasm and then down the steps.

The player will come to a room with three spiky spheres, which they should be careful to jump over. Upon obtaining the pick up, they should make their way back to the last floppy disk and save, then make their way across the pool, up into the other room, and make their way out of the cave. Although the player has passed two new areas they could advance further into, the player does not yet have the necessary power up to advance further.

Outside of the cave, the player should travel completely straight until they reach the left cave. They should enter and travel into it. The room right after the first has two horizontally traveling saws, which can be passed by jumping over the lower one when it is traveling towards the player. Advancing onward, the player will come to a gap in the floor which leads to a floppy disk. They should save before going to the next room. This room has two saws which travel upon the same straight line.

The player should pass this room and upon entering the next, take care to land on the next isolated platform. Upon doing this, the player should jump also take care to jump up to the next platform. Saving with the floppy disk, the player should continue into the next room, where they should hold Right until they drop down the gap and reach the platform. After jumping over the gap, the player should enter the next room and obtain the dash ability.

Although the player can access a block overlooking water in the next room, it does not lead anywhere and cannot be traversed. The player should continue back, and to traverse the hazardous room with spike plants, double jump up to avoid them and then dash upwards. Upon saving, the player can either try to get the first secret or make their way to the mouth of the cave.

Secret 1
The player should save at the floppy disk and advance into the left room where they should make their way to lowest most platform in the room. Upon getting there, the player should jump once to gain height, then as they fall down and are able to jump under the platform, jump again so that kitty's head touches the platform, then immediately dash to the left into the next room.

If done correctly, the player should land on the box in the next room. Doing this may take some practice, as the proper jumps can be tricky and the player may dash over the box. Upon landing on the box, the player should double jump forward then dash forward, and upon landing on the platform obtain the first secret.

The player now has to jump upwards through the platform and save.

Upon reaching the mouth of the cave (the outside of where they first had to use their double jump), the player has several possible options on what to do next. With the exception of the first, all of them require the player to return to the mouth of the first cave, where they found their first floppy disk.
KittyDream-0
1. Go to world 2 - The player should jump up on to the above platform sticking out of the left wall, then go up on to the above platform. The player should move forward until they reach the floppy disk, where they should save and go upwards on to the block, into the next room (the room to the left if the floppy disk of them leads nowhere).
The player has to press a button to advance further up. Standing on the upper right platform, the player should make one jump then dash to the left, then jump and dash downwards to press the button. After this, the player should go down and save, then continue back up to the top of the right platform. At this point, the player should double jump then dash up when both saws are moving to the left close to the platform, then jump up on to the above platform.
Upon doing this, the player should go to the far right edge of the platform and double jump and dash up, then upon entering the room, try to move to the right to the floppy, disk, where they should then save. At this point, the player has to simply move forward into the next room, go up into the next room, cross the large gap in the right room, then dash downwards on to the button to access world 2.
2. Get the second secret.
Secret 2
The player has to travel to where they found their first floppy disk (to the far right of where the player started the game, the mouth of cave where the player found their first floppy disk), and stand on the highest up left-most platform. From here, the player has to double jump forward and dash upwards in order to get into the room above this and on to the side of the mountain. Upon getting on to the side of the mountain, the player should go up it, then double jump to the left and dash upwards once there are no more steps to land on.

Doing this maneuver will allow the player to get to the above room and on to the right most platform, from where the player having to double jump to the left and dash to the left in order to land on a small platform on the wall. From here, the player has to jump, fall off the platform, then when they are below the platform and the rock (but still in the same room), jump while moving to the left and dash to the left, in order to land on the secret-containing platform situated in the left room.

Landing on this platform can be tricky.

3. Go to world 3 - The player should go to the entrance of the first cave (to the far left of where the player started the game, the mouth of cave where the player found their first floppy disk), and jump on to the upper grey brick platform and following it into the next room and up the long rocky chasm until they reach the floppy disk, where they should save. The player should take the left path (as the right one leads to a dead end).
In the room with the platform with the two saws, the player should jump on to the platform when the saws are passing each other then double jump and move to the left, then dash to the left and land on the other platform. In the next room, the player should stand on the first box, double jump up, then dash to the left and land on the box between the two spiky spheres. Double jumping and dashing over this one, the player should jump once over the next spiky sphere in the next room, jump again, then dash to the left on to the platform.
Entering the next room, the player should dash downwards on to the button and enter the bed, where they will enter world 3.
4. Get the first black square - The player should go the entrance of the first cave (to the far left of where the player started the game, the mouth of cave where the player found their first floppy disk), and into the room that contained the downwards gap into a lower room. This room which contained the gap has two platforms on the left wall and a left entrance that leads into another room. The player should go through this entrance, up through the room, and take the upper right entrance out.
KittyDream-4

The room with the first black square

The player should make their way into the upper room, save at the floppy disk, and pass the saws into the next room. This room contains the first accessible black square, and the most dangerous to get. In this room the player is separated from the black square by a medium sized hallway lined with spikes on both the ceiling and floor, the end of this hallway containing the black square on a safe floor.
Passing this hallway requires that the player, on the platform right before the spike hallway, jump and move to the right so that the kitty's ears touch the upper spikes, and then dash to the left. Upon collecting it, the player should perform this action again to pass the hallway.

World 2

World 2 is set in isolated heavenly garden like area that has grey platforms with no inner wall and muted lavender sky in the background. Peaceful music is heard among bird chirping. This world is puzzle oriented, lacking the exploration or large open world of world 1 but instead being linear in progression and marked off by several block pushing puzzles.

Starting the level, the player should continue forward until they reach the first room with movable blocks. From here, the player can try to complete the puzzle, or try to get the third secret.

Secret 3
In the first block puzzle room, the player should dash to the left against the bottom left block and push it into the left room. The player should go into the next room, and under the block, jump and dash upwards, pushing the block upwards. After that, the player should go back into the previous room, then jump up until they hit the ceiling and then dash to the left into the other room.

Once the block has been pushed into the first room in world 2, the player should go into that room, see the block, then go into the previous room and then jump once and dash to the left. If successfully done, the block will go against the far wall. Once done, the player should stand on the block and then double jump up and then dash up, and will enter the above room, grab the secret, and then fall back done into world 2's first room.

Block puzzle 1

This puzzle appears in world 2's third room. This puzzle consists of three blocks and three holes, with three blocks having to be used. The bottom right block should be pushed to the left into the bottom left block. This block the player just pushed should the be pushed into the upper hole.

The player should jump on to the bottom left block and then jump and push the upper block to the right into the right wall, then jump down on to the floor and push the previously pushed block up into the hole.

For the final (and only movable) block, the player should jump on top of it and dash downwards on to it, pushing it to the floor. Once this is done, the player should push it into the hole on the left wall.


Exiting the room, the player will enter into a large room which contains a downwards gap into a small room, which leads to a floppy disk and the next puzzle.

Block puzzle 2

This puzzle consists of four blocks and three holes, with three blocks having to be used. Of the upper three block, the middle block should be pushed to the right into the top right block, then this previously pushed block should be pushed up towards the ceiling, and then pushed to the left into the hole.

Of the three blocks that remain, the block on the floor should be pushed to the right into the wall, then the top right block should be pushed to the right into the same wall, and then should be pushed downwards into the hole.

The final block that is right above the hole should be just pushed down. Something to not is that this puzzle shows the player that for the door to open, at one point all holes have to be filled in, they all do not have to be filled in and constantly stay filled in.


Upon opening the door, an upward gap is opened into the next room, which contains the floppy disk and a large entrance into the next puzzle.

Block puzzle 3

This puzzle consists of five blocks and five holes, with all blocks having to be used. This puzzle becomes rather complex in terms of the room being larger than previous rooms and the amount of blocks.

The upper left block should be pushed down until it hits a movable block, then this previously pushed block should be pushed to the left, and then up into the hole. Next, the top right block should be pushed to the left into the wall (where the top left block previously was), and then pushed down onto another movable block, and then pushed to the right into the hole.

Three blocks remain to be moved, and of the two blocks that are close to each other, the left block should be pushed to the right into the right block, and then the right block should be pushed down on to the floor, and then to the right against the wall. The left block should now be pushed down into the hole it is above.

Finally, for the block that is right below its hole, the block should be pushed into the hole, filling the hole and opening the door.


Before progressing further, the player may want to save at the previous floppy disk, as there is no more floppy disks up ahead. Advancing forward past the open door, the player will come to a small hallway which leads to a medium sized room with a block.

Block puzzle 4

This puzzle contains three blocks and two holes. In the room with the single block, the player should push it into the next room, then upon doing so, approach the gap into the next room, but before entering it, they should jump twice against the ceiling and dash into the next room, pushing the block into another block.

With that done, of the two blocks that are near each other, the player should push the left block up into the hole. For the final hole, of the two remaining blocks, the player should push any of these blocks to the ground and into the whole, which will open the door.


Entering the room, the player is greeted with a black square. Touching it collects the square. This room marks the end of world 2.

World 3

World 3 is set in a mountain setting, being made up of much brownish red rocks, red waters and light brown skies. In contrast with world 1's exploration and world 2's puzzle theme, world 3 is action oriented with emphasis on quick movements and treacherous jumps, further emphasized by the world's upbeat music.

Floppy disk 1

Upon entering world 3, the player should save at the floppy disk, as they will likely die a lot in this world. Entering the next room, the player should double jump towards the left and then dash to the left. For the next room, the player should approach the end of the platform, but upon reaching the end, they should dash to the left across the gap and on to the other platform.

Jumping over the box, the next room has no hazards, but a toast character. Dropping down the gap, the player will come to world 3's second floppy disk.

Floppy disk 2

After saving at the floppy disk, the player should continue into the next room where they should jump once while moving to the left, and after passing the spikes, dash to the left and land on the box. The player should then double jump on to the next platform and enter the next room.

This room contains three spike plants. To pass the first one, the player should either jump from the box or the dirt platform and hold Left until they pass the first spike fruit, which the kitty will fall past. Walking under the upper plant, the player should position the kitty so that the space above it is not a spike fruit, then they should jump up and dash to the left.

This room requires more complex maneuvers. The player should jump once over the spike creature, dash upwards, then jump again and move to the left.

Floppy disk 3

Saving at the floppy disk, the player should enter the next room and then double jump up and dash up and try to land the kitty on the upper platform. The player should jump and dash up in order to land on the above platform in the next room. To land on the across platform, the player should jump and then dash, but be careful to do this when the lowest down saw is going away from the player.

From here, to get up to the upper right platform, the player should jump on to the left platform right next to them, and when the upper saw level with them is moving away from them, and the saw above them is far away from the above platform, the player should jump to the left, dash up, and then jump again. Alternatively, the player may have to come up with their own strategy.

Once the upper right platform is reached, the player should get to the upper left one to get the black square, then double jump to the right and dash up to get to the floppy disk in the next room. Once the player saves, they should enter world 3's final room, where to pass this room the player should only move under a moving saw when it is moving up.

Reaching the end and falling through the hole, the player has no visited every room of world 3 and should continue back to world 1 through the bed.

Ending

Penguin 1

This navigational box contains a spoiler. Click [show] to open the box.

Upon collecting all three black squares, the player should make their way back to where they started the game. With the diamonds filled, the player should enter the bed. The ending plays, which consists of a greenish screen that reads "Kitty.. wake up", to which the cat replies "Meow..".


Secrets

  • Secret 1 - World 1, on the route to the air jump ability.
Spoiler
The location of this secret is right below the floppy disk the player comes across right before the room with the double jump power up.

The player should advance into the left room where they should make their way to lowest most platform in the room. Upon getting there, the player should jump once to gain height, then as they fall down and are able to jump under the platform, jump again so that kitty's head touches the platform, then immediately dash to the left into the next room.

If done correctly, the player should land on the box in the next room. Doing this may take some practice, as the proper jumps can be tricky and the player may dash over the box. Upon landing on the box, the player should double jump forward then dash forward, and upon landing on the platform obtain the first secret.

The player now has to jump upwards through the above platform and save.

  • Secret 2 -
Spoiler
The player has to travel to where they found their first floppy disk (to the far right of where the player started the game, the mouth of cave where the player found their first floppy disk), and stand on the highest up left-most platform. From here, the player has to double jump forward and dash upwards in order to get into the room above this and on to the side of the mountain. Upon getting on to the side of the mountain, the player should go up it, then double jump to the left and dash upwards once there are no more steps to land on.

Doing this maneuver will allow the player to get to the above room and on to the right most platform, from where the player having to double jump to the left and dash to the left in order to land on a small platform on the wall. From here, the player has to jump, fall off the platform, then when they are below the platform and the rock (but still in the same room), jump while moving to the left and dash to the left, in order to land on the secret-containing platform situated in the left room.

Landing on this platform can be tricky.

  • Secret 3 -
Spoiler
In the first block puzzle room, the player should dash to the left against the bottom left block and push it into the left room. The player should go into the next room, and under the block, jump and dash upwards, pushing the block upwards. After that, the player should go back into the previous room, then jump up until they hit the ceiling and then dash to the left into the other room.

Once the block has been pushed into the first room in world 2, the player should go into that room, see the block, then go into the previous room and then jump once and dash to the left. If successfully done, the block will go against the far wall. Once done, the player should stand on the block and then double jump up and then dash up, and will enter the above room, grab the secret, and then fall back done into world 2's first room.


Interactive objects

  • Floppy disk - Allows the player to save the game.
  • Secrets - Are collectable.
  • Squares - A collectable to activate gems
  • Beds - Used for transitioning between worlds

Hazards

Post jam

The post jam version was released on June 9th 2014 on Newgrounds. Changes include a save point outside the dash cave, bug fixes, and world 3 being expanded and having its secret reworked.

While the location of the secret was not changed, the method of obtaining it was. While the original required only one block, the post-jam version version requires all three blocks and the player to push blocks and leave the room in order to freeze the blocks in place to create steps to get to the secret.

A very long hallway was added at the top of world 3, accessible via pushing blocks into the black square room and using the gained height to jump into an above room. The entrance to this hallway was implemented into the Jam version, but is the only remnant of the hallway that was likely removed unfinished due to time constraints.

Development

KittyDream-Prev2

The first mockup of A Kitty Dream, of the game's starting room.

The game's cat theme was announced on June 2nd by Carag on his Twitter account[1], the very same day a mockup of the game being released that showed the starting room of the game. [2] Carag announced the next day how he had made four tilesets for the game[3], and the following day posting screenshot of the game while also updating about the game's progress, specifically that level development had started, the death sequence and "fancy scene transitions" (of which too much time was devoted to) had been created, and that the game was going to be called "A Kitty Dream".[4][5]

On the final day, Carag expressed disappointment in having to finish the three worlds, ending, and menu in such a short time, and due to the approaching deadline had to cut the maps short.[6] With these components being finished hours later, along with the tweaking of the game's sound[7], Carag aimed to expand the map and add new special effects and NPCs with the time that was left [8], with the game finished an hour later.[9]

Beta elements

The first mockup of the game was of the room where the player starts the game. Unlike the final version which simply had levitating diamonds and a bed, the mockup version was more complex, with mirror-like diamonds and a block construction above. The three hearts in the image were likely present simply because the image is a mockup, as they were apparently removed quite quickly in development.

A fourth world was apparently planned for the game, as one tweet mentions four tilesets being created, while the final game only has three.

Worlds were apparently going to be name, this name displayed at the bottom of the screen, the first world apparently going to be called "The Nexus". Despite the removal of other beta content early on in development, this feature was still used throughout development, evident from it use in update pictures. The final game lacks this feature and names for worlds entirely.

Beanstalks seen on the menu are not used at all in the game, but were later used in the post-jam version, although only three appear in one room which was completely bare except for these and two blocks.

Unused content

In the final room of world 3, pushing two block into the room then double jumping up and dashing up allows the player to go outside the boundary of the room, and taking the left route allows the player to walk on the ceilings of other rooms, and with precise movements, reach the room with the secret (although unable to obtain it).

Although this may seem like an oversight, an upper hallway extending from one side of world 3 to the other was added in the post-jam version, and was evidently planned for the jam version, though the reason it was not included is likely because this hallway does not contribute to getting a black square or the secret, and instead serves as a reward for clever players and also to taunt the player about the secret.

In the Jam version, although the player is only able to walk on the ceilings of other rooms, one room contains invisible collision that the player can stand on when in the room above one of these regular rooms. The post-Jam version does not add anything to this room.

Glitches

Unusable bed

Dashing into a bed while pressing Down causes the bed to become unusable until the player goes to another bed and enters that one.

Secrets glitch

Sometimes collecting 2/3 secrets and completing the game will list the player as collecting 1/3 secrets.

Movable block glitch

Standing still on a movable block will cause it to move downwards one pixel every few seconds. If moving downwards using this method causes the block to push downwards on another block, that other block will also move down by one pixel.

Spike glitch

In some places, if something hazardous is standing stationary on a 1x1 block platform, it is possible for the player to stand on a pixel on the farthest edge of the block and not sustain any damage.

References

  1. Ryan Carag on Twitter: [1]: The world needs more kitty games.. so.. #nitromejam, 2 June 2014, retrieved 26 June 2014.
  2. Ryan Carag on Twitter: [2]: Our #nitromejam game so far. An unfinished mockup. #pixelart, 2 June 2014, retrieved 26 June 2014.
  3. Ryan Carag on Twitter: [3]: I think I may be going overkill with 4 more tilesets. eh... #nitromejam, 3 June 2014, retrieved 26 June 2014.
  4. Ryan Carag on Twitter: [4]: Finally working on some level design for "The Nexus". Also our game is called "A Kitty Dream". #nitromejam, 4 June 2014, retrieved 26 June 2014.
  5. Ryan Carag on Twitter: [5]: I spent way too much time working on fancy scene transitions. but I finished the death sequence atleast! #nitromejam, 4 June 2014, retrieved 26 June 2014.
  6. Ryan Carag on Twitter: [6]: Got 3 maps to finish, title, and ending. I'm going to have to cut the maps a bit short. :( #nitromejam, 6 June 2014, retrieved 26 June 2014.
  7. Ryan Carag on Twitter: [7]: Ok, so I'm just adjusting sound levels and adding em for the ending. Almost done! <('^_^)> #nitromejam, 6 June 2014, retrieved 26 June 2014.
  8. Ryan Carag on Twitter: [8]: I might as well add more effects, expanded maps, and NPC's with the extra time I got. #nitromejam, 6 June 2014, retrieved 26 June 2014.
  9. Ryan Carag on Twitter: [9]: Finished awhile ago, but I think I'm ready for a deep sleep. Also @Billtron209 did the epic music. #nitromejam, 6 June 2014, retrieved 26 June 2014.

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