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Mus and Gus's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #19 | 3.518 | 3.889 |
Overall | #23 | 3.082 | 3.407 |
Interpretation of the Theme | #32 | 3.116 | 3.444 |
Game Mechanics | #39 | 2.613 | 2.889 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Great game! I was a bit confused at the start, because I expected the dinosaur to be chasing me, but once I got to the second level I understood why, and I really liked it! There's definitely room for more polishing, but for your first game, it's really good.
Thank you for the encouraging words! I'm glad you liked it!
Visuals and mechanics have a nice level of polishing. I loved this game and the concept, it's very adorable. At times it wasn't clear which platforms I could jump on as they blended with the background a lot. i wish the thumbnails matched the quality of the artwork in the actual game, I wasn't expecting the game to look this good based off of the thumbnail. To me there was a bug that was a little annoying to the eyes - some sort of diagonal line appeared sometimes when I moved. I love this submission, great concept, mechanics and art!
Thank you! And yeah, I understand the difficulty with the platforms... There are technically rules for what you can jump on and what you can't, but you kinda have to trial and error it a whole bunch in order to figure them out as they aren't very clear and are never explained. Which is certainly not ideal. As for the bug, it's this weird thing in Godot where if there is no spacing between sprites in the sprite sheet, it sometimes bleeds over. I fixed it for a couple other sprites, but I completely forgot about for the player since it happened a lot less often. Anyways, thanks for the feedback! I appreciate the constructive criticism!
Just to make things clear: it was a diagonal line on the entire screen. It was like an 'invisible line" as it didn't have a color or anything, you just could see a line in which all the art wasn't exactly 'continuous'. It lasted a split second but happened often. I can record my screen if you want/need. Just trying to be helpful by pointing that out :)
Oh shoot, I completely misunderstood. Thank you for clarifying. I can't seem to replicate or find what you mean, so can you record it? Thank you!
Thank you so much for this entry! Given the time frame I thought you pulled a lot together - I enjoyed the interpretation of the theme... size definitely mattered the way you interacted through the map and I loved the look and feel of it. Great entry, thanks again!
Thanks! I'm glad you appreciated the vibes. Thank you for hosting the jam! We had a lot of fun!
The twist to play as a dinosaur really surprised me! :D Using the same level but with different routes made the size really matter to me. Other than that, I think some coyote time and more contrast between background and foreground would help your design choices (e.g. including a timer) and allow me to stay more in flow.
I'm glad it did! Yeah, definitely would have worked on those given more time. Thanks for the feedback!
When I first encountered "Mus and Gus," I was but a wanderer, adrift in the barren desert of monotony. Life had become a gray tapestry, each day indistinguishable from the last. I trudged through existence, yearning for a spark, a sign, something to ignite the embers of my soul.
Enter "Mus and Gus," a seemingly innocuous video game, nestled quietly on the digital shelf. Little did I know that behind its unassuming façade lay a universe of boundless wonder and transformative magic. From the moment I grasped the controller and took my first tentative steps into its pixelated realm, my life was irrevocably changed.
Mus and Gus, those two whimsical characters, were not mere avatars but reflections of my own dual nature. Mus, the embodiment of courage and creativity, taught me to embrace my dreams and push beyond the boundaries of my imagination. Gus, the paragon of wisdom and resilience, guided me through the labyrinthine challenges of the game, showing me the value of perseverance and strategic thinking.
As I journeyed with them through enchanted forests, treacherous dungeons, and sprawling metropolises of light and shadow, I found myself transformed. Each level was a metaphorical trial, mirroring the struggles I faced in reality. The puzzles I solved in the game were symbolic of the problems I unraveled in my own life. The victories, no matter how small, instilled in me a newfound confidence, a belief that I too could conquer the seemingly insurmountable obstacles of the real world.
The friendships I forged with other players, fellow adventurers in the Mus and Gus community, transcended the digital divide. We were comrades in arms, united by our shared experiences, our triumphs and tribulations. These connections, once ephemeral, became the bedrock of a support network that extended far beyond the confines of the game.
"Mus and Gus" was more than entertainment; it was an odyssey of self-discovery, a catalyst for change. It taught me that life, much like a game, is a series of challenges meant to be faced head-on, with courage, creativity, and a touch of whimsy. It reminded me that even in the darkest of times, there is always a glimmer of hope, a chance to rewrite our stories and emerge victorious.
In the end, "Mus and Gus" did not just change my life—it resurrected it. It breathed color into my world, rekindled my passion, and set me on a path of endless possibility. And for that, I am eternally grateful.
LOL ain't no way you type this out on the game jam submission page ☠️☠️
rofl
This is a really cute little game, the art and the music compliment each other very well. I don't see much connection to the game and there were inconsistencies with the level of challenge, but it was fun!
Thank you! And yeah, that criticism is completely valid. We were scrambling to finish the stages towards the end so we did end up having the most time spent on the first and last stage LOL
The art is amazing!
Thank you!! Our artists worked very hard on it so I'm glad you like it!
fun game, I got stuck not knowing how to complete a jump sometimes, but I also think that's part of the charm, is that sometimes you can jump on a pictureframe.
I do think it needs a bit a of coyote-time to make the jumping a little more forgiving near edges, but otherwise a solid title. Great Job
Thanks! Yeah... didn't quite get to a couple things that really improve game feel like coyote time and input buffering. In the beginning, I wasn't intending for the platforming to be very hard and thought it would be unnecessary, but by the time the level design changed and became hard, it completely slipped my mind...
Again, thanks for playing and commenting!