Gonna Catcha is gonna be shown in the Arcade at the Bit Bazaar Winter Market on December 7 (the day after this post was originally published). Being an arcade-style game played in an arcade-style environment; Gonna Catcha will be put to the ultimate test in its own element. I’ve been working hard to get it polished up for public playing. Here’s a list of changes and improvements I made between v.0.7.4 and v.0.8.2:
High Score Tables and Name Entry
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Your name registrated |
This is no doubt the biggest change to the game since the latest update. Instead of only keep track of one high score value, Gonna Catcha now keeps track of twenty high score values: the top ten for single-player and the top ten for co-op. Not only that, it also keeps track of the highest round reached for that playthrough and, of course, the player’s initials, so that your valiant efforts will be remembered forever for future generations to admire, until someone bumps you off the list. Hmm, better stock up on quarters and snacks.
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AAA – the undisputed champion |
Instructions Screen
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Crash course in spirit catching |
The Fourth Maze and Endless Play
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How |
Rearranged Rounds
I’ve probably played Gonna Catcha more than anyone else in the world, and because of that, I’m probably the most likely person to get bored of it. One problem I’ve noticed in my playtests is the round progression. Originally, you needed to play four straight “regular” rounds of spirit catching before you hit the bonus round, and then afterwards the maze changes and the cycle repeats. In all my playtest sessions, I was playing co-op with another player, and I felt fatigued at the fact that I had to endure four rounds of pretty much the same gameplay before two major gameplay changes happen one after the other. It’s not as bad in single-player because the character you control, and therefore the gameplay, alternates between rounds. Still, I knew something had to be changed for the sake of co-op mode.
The solution was simple: in each existing set of five rounds:
I just moved the bonus round into the middle, i.e.
This way, instead of having two major changes to gameplay every four regular rounds, now there is one major change for every two regular rounds. Hopefully by spreading out the changes, it will make the game more interesting to play for longer.
Pause Function
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ザ・ワールド!時よ止まれ!* |
*ZA WARUDO! Toki yo tomare!