**THINGS I LIKED BEST** -Game play is very similar to the 1st Cattails, but they improved basically everything. Itâs a fun little cat village game, with hunting, foraging, building, & forming relationships. This is a very fun game, and I highly recommend it. -The customization for your cat avatar is absolutely amazing. You can choose super intricate details, down to things like the color of the tail tip. I was able to make a carbon copy of my late cat, & it was so touching to see him running around & see his name pop up. Thank you. :â) -Kittens are very cute, I like the opportunities to improve oneâs relationship with them. Itâs adorable that theyâre a combination of you & your spouse. -Unlocking new colony residents works very similarly to the Stardew community center, which I think is neat. -Being able to choose the day/night cycle timing is nice - you can make days last super long or pass super quickly if you wish, & several steps in between. I also appreciate that there is no requirement to sleep or penalty for not sleeping - you can toodle around as much as you like. -I like that there are multiple options of how to craft various mining goods at the anvil. It gives you flexibility of what materials you need to gather. -There are a lot of little details that show that this game is really a labor of love. For example, I found a room inside the temple with a statuary of what I assume are kickstarter / funder cat statues, with little messages & eulogies to their cats. I read every single one & teared up a little. Very sweet. **NOTABLE IMPROVEMENTS OVER OG CATTAILS:** -Itâs pretty much an all-around improvement over OG Cattails, to be honest, & I quite enjoyed OG Cattails. This game seems overall better balanced & interesting. -Tracking prey is so much easier, & the botany skill makes foraging much easier. -Inventory is more expanded IIRC (tho still not large enough). -Garden is vastly improved over OG Cattails (but still could be larger) -In-den storage is much better - items just stack into single stacks with no upward limit -Mining so much more interesting & in-depth. I like that there are so many moles, & 3 different mines. There are so many other ores & things to make with them than the OG version. Also, time doesnât progress while youâre in the mines, which I love. -Friendship & buddy system seems much more rounded & thereâs a lot more to it, buddy perks make the game interesting. -Ability to unlock fast travel through the stockpiles is very helpful. Community projects are mostly all useful things. (I was a little unclear on how to get sand & wood at first, so there could be more clarity there.) **NEUTRAL COMMENTS:** -Standard difficulty is very easy, though the mines can still be somewhat challenging. In terms of the voidling cat battles or the main quest, everything is very simple, & the puzzles & mini-games are very, very simple. **CRITICALLY IMPORTANT QoL IMPROVEMENTS IâM REQUESTING:** -Inventory management is a pain - itâs *way* too small. You can pay to extend your pockets, but even at max things fill up way too quickly. I have to dump stuff multiple times going down just 25 levels in the mines at the higher levels, which is really annoying. Additionally, there is no trash can option within your inventory, which means you have to manually put down every single individual item you want to clear out. If you have the greedy paw equipped & accidentally pass by your pile again, it will get sucked back into your inventory. Your inventory should be big enough to at *least* accommodate a trip 25 levels down the mine - it needs to be at least 2x or possibly 3x what it is now. In addition, adding a trashcan to the inventory management screen would be very handy. -I would like there to be a way to disable your buddy from pouncing on the prey youâre stalking. My lovely spouse Alabaster & I were toodling around & he made me miss 2 legendary prey within about 3 minutes, when I had hunterâs gamble activated both times. I was so mad I was tempted to divorce him lol. VERY ANNOYING & stressful; it psychs me out & I wind up rushing & missing my prey even when Iâm the one pouncing. **OTHER, LESS CRITICAL IMPROVEMENTS IâD REQUEST:** -More guidance on colony influence / control would be good. I didnât realize that squads/stockpiles needed to have an unbroken chain of territory back to the settlement. I had maxed my influence but didnât realize that didnât guarantee control; while there are a few visual indicators (shields on the region name when you enter a region & yellow highlighting on the map), theyâre subtle enough that it didnât even register to me. I had to look it up. -Garden seems a little too small, but itâs *so* much better than OG Cattails -I would like to be able to reorder the scratching post ability menu. It would also be nice to have a few saved buildouts so I donât have to go through the 5 pages of skills & manually put them in their places when I swap between my offensive set up & my gathering / hunting setup. Ideally it would be nice to be able to do something like have 2 swappable hotbar sets - IE when Iâm out exploring I could swap between 2 sets of abilities, one for combat & one for foraging, without having to go back home & swap. -It would be nice if hated & disliked items also showed up in the villager details. It currently only shows liked & loved items. -Some of the combat skills are really not useful. A few of them are very good & make it so I wouldnât consider using anything else. -I wish that you had more info about skills within the scratching post view. Specifically, I would really like to be able to see how much cooldown time each skill has - Iâd like to be able to view it by level even from the start, so I can see what the level 10 cooldown would be, so I can decide whether itâs worth it to invest in the skill. Damage, range, & number of enemies targeted would also be helpful. As far as I can tell, the only benefit to upgrading a skill is shortening cool down time, but I canât tell! And I donât know by how much! -I wish the inventory tooltips showed the number of hearts healed or food consumed for each item. Iâd also like to see the sell values within my inventory, but health & food hearts is more important. I would like to be able to see this both in my own inventory, & when I am looking at my crate storage inventory. -You lose so much of your stuff when you pass out. It would be nice to have a way to recover at least some of it. Like, it seems like half of everything just is toast, & itâs punishing when itâs half your shimmercrag & brightstone. (EDIT - this review was written before the Nov 24 â23 update that says it rebalanced this - I have not played since the update, but hopefully itâs better now). -Itâs kind of odd to me that thereâs no armor or way to increase your base attack damage. You can level up skills to reduce their cooldowns, but it doesnât seem to actually change their damage either. Rainbow bats eat my face, & other enemies are also intimidating unless I take the time to sneak attack & wild claw. **TIPS AND RECOMMENDATIONS FOR PLAY:** -I recommend going into settings & selecting the option to always run. Thereâs no downside that I can see! -Wild slash is a really quick cooldown & is super useful for fighting & breaking rocks in the mines. It is my most useful skill. I also use deep cuts (also good for rocks), shield, & mortal wound. -For foraging I use the botany skill, wild slash in case I come across enemies, & hunterâs gamble. I usually put the return home skill in the last slot, until I unlock the fast travel entrances. -It is way cheaper to have Krampy heal you vs buying or using goldenseal. Golden seal **, which heals 2 hearts, costs 14 from ember, but is a fraction of that from Krampy. Save your goldenseals for the mines, & come back every 25 levels to get healed for cheap (& dump all your crap, since your pockets are guaranteed to be full lol).
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