Author Archives: Matt Roszak

EBF5: Leftover Idea

An idea I had early on in EBF5’s development was the option to “sidegrade” equipment by changing one main aspect of it – like elemental properties. This would allow crafting items to still be useful after everything was fully upgraded, and it would allow you to use your favourite equipment in more situations. Sidegrades could be obtained in the form of crafting recipes, so that would create more treasure to find. It’s also a mechanic that players can completely ignore if they are not interested in customising their characters to such a degree, so it need not complicate the game.

Anyway, I realised this idea probably wouldn’t feel good unless all the different versions of equips had their own graphics to distinguish them, and that would be too much work.

I did play around with this idea a bit with the Alternative Equips mode in EBF5, but that took things a bit too far and gave equips all new stats, and things got a bit silly. I think changing only one important aspect of an equip would make it much simpler for the player to remember what is what, while still making a big difference in battles.

So now I’m testing out some alternative equip graphics for the original idea. Turns out the idea was viable after all…


In related news: I’ve been redrawing some EBF5 icons for drawing practice.
My style has changed a little bit – there’s almost 10 years between these icons!

Find Matt’s Cats: Updates Roadmap

Hey everyone!
It’s been 3 weeks since Find Matt’s Cats launched, so here’s an update about future plans.

The launch went about as well as it could have. Sales are fairly strong and there hasn’t been a lot of serious problems to address. Most of the bugs are quite minor, or were already known about from the demo. We’ve recovered about 58% of the development costs so far – if you assume an average UK salary for me and Ronja. That’s not bad.

I also pushed out a quick update that added many quality-of-life features that players asked for, including more options, Windows touchscreen support, and some level design improvements.

The main issues that need to be fixed are:

• Steam cloud was supposed to transfer save data from the demo to the full version of the game, but this doesn’t work. I’m not sure what I did wrong, but I’ll need to look into it. Players can still move the “saves” folder manually though.

• There’s a memory leak and the framerate will get choppier in very long sessions, even on fast computers. This is tricky and I really need to go through all of my code carefully to solve this, or at least make it less bad.

• Mascots can have two faces in some levels! I think the cats with non-standard faces don’t display correctly when hats and accessories are involved. It’s harmless and looks funny.

• The desktop version of the game requires more modern hardware than the web version we published on Newgrounds. We’ll try to make an offline version of that web version at some point, so it can be a backup option for players who otherwise can’t run the game. Maybe it can be a beta-branch on Steam.



Since the launch went well, I can start teasing some leftover ideas that I will consider adding to the game. Please tell me which of these you like the sound of, so I can plan accordingly:

• A level editor! I think this would be viable and quite fun, even if it doesn’t include all of the features the official levels have.

• More levels! I want to add an 8th level to every world, which uses mostly existing art assets in ways that currently don’t appear in the game, or expands on ideas that weren’t fully explored. For example: more underwater levels! (Which type of levels did you enjoy the most?)

• A new final world! I want to finish off the game with a more memorable final world. I don’t want to spoil what it might be, but it’s gonna be visually different from everything in the game so far.

• More art assets? I’m still drawing more items whenever I’m in the mood, and sneaking in a few with every update. I’m improving some sprites I’m not happy with, but I think what will be the most impactful is adding more references to other games.

• More customisation options? Is there enough, or would you be interested in more? I certainly enjoyed creating rare cats. I think I might struggle to come up with more special effects for cursors though.

• More dialogue? Is there enough lore in the game? I know most people skim through the dialogue quite quickly, but some players were really into it. I could write more if there’s a demand for it. But it’s a hassle since it also needs to be translated into every language.

• A fourth difficulty option? I have an idea for a “Simple” difficulty option that requires less brain power. The goals would be a large number of the same item, like “5 turkeys, 7 pigeons, and 10 bees”. Required interactivity would be low – you could see most of the goals without clicking on stuff. I’ve heard from some parents that this would be a fun way to play the game together with a young child. Maybe this is what “Easy” mode should have been.

Anyway, let me know what you think!

Find Matt’s Cats: Discounts

So I messed up and can’t do a Find Matt’s Cats discount for Steam’s Hidden Object Fest because it’s within 30 days of launch. I begged Valve for an exception but they say it’s not up to them, the limitation exists due to some regions’ laws regarding sale prices. Oh well. I was really hoping to get a lot of extra attention for the game there. It’ll still be featured… but much less.

So I added Find Matt’s Cats to the Epic Battle Fantasy Bundle, so you can continue getting 20% off if you’re an EBF fan.

Anyway, please leave a review for Find Matt’s Cats!
Getting to 500 reviews helps a lot in the Steam algorithm!

Find Matt’s Cats: Work Continues…

Hey guys, it’s been a moment since launch – I’ll write more about that soon – but here’s what I’ve already been working on due to player feedback.

Systematically clicking on everything has become the meta for Find Matt’s Cats. Some people like that, and some people don’t. So I added a slider option to limit the number of goals that are collectable at a time, which makes spam-clicking much less effective and rewards remembering silhouettes.


I’ve added a few more accessibility options that were requested. You can now disable the 2nd mouse cursor in spot-the-difference levels. You can disable the night-time and sunset lighting effects. And you can disable weather effects, like rain, fog, and others. These options let you skip some of the special gimmicks in some levels, but that’s okay if it’s causing discomfort.

Anyway, that’s a preview of what’s coming in the next update.

And finally, I’ve already started drawing more objects to add to the game…

Find Matt’s Cats launches March 16th

Hey everyone!

The launch date for “Find Matt’s Cats” is March 16th on Steam/Windows. (other platforms later)

You can play the demo right now if you haven’t already, and it helps me with the algorithm if you add the game to your wishlist. The full game will cost $20, minus various discounts.

You may have noticed that the name is no longer “Matt’s Hidden Cats”.

Well, the term “Hidden Cats” was recently trademarked, so all the games using that term on Steam had to quickly scramble and rebrand. The new name has a very similar feel, fits into the same graphic design space, and abbreviates well to just “Matt’s Cats”. Randoms on Reddit liked it the most, so I hope it appeals to people who have never heard of the game before. It was a chaotic 48 hours getting that sorted out, but hopefully it doesn’t confuse any potential customers.

Anyway, Steam’s Next Fest starts today, so hopefully the game and its demo will get some exposure.

I’m gonna be emailing hundreds of influencers with Steam codes this week – so if you know of any who might at all be interested in a Flash/casual/puzzle/hidden-object PC game, please send their details via DM. I’m especially interested in those who make content for other languages, as the game currently supports 18:

English, French, German, Spanish (LatAm), Spanish (Spain), Portuguese (Br), Italian, Polish, Lithuanian, Czech, Finnish, Turkish, Russian, Korean, Japanese, Simplified Chinese, Traditional Chinese, and Vietnamese.