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A jam submission

Michi's Adventure!View game page

A game about a cat solving puzzles in a temple.
Submitted by ZhucklyDev (@ZhucklyDev), SilverS (@SilverShieldDev) — 11 hours, 2 minutes before the deadline
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Michi's Adventure!'s itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetic / Feel#14.6004.600
Overall#34.3004.300
Playability#54.3004.300
Promising Concept#94.2004.200

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Solo Jammer

Team

Made by a dev team

Concept Jam Submission
https://zhuckly.itch.io/michis-adventure

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Comments

Submitted(+1)

The pokemon pixel artstyle and the puzzles are fun. The collision was a bit odd but its a prototype and as far as those go this one was very engaging and left me wanting more!

Well done

Submitted(+2)

The puzzle design is pretty nice and the player can easily figure out the conditions to solve them by themselves. I imagine it must be tedious to repeat the whole trip if someone makes a mistake at the end of the last puzzle, luckily it didn't happen to me. Personally would do grid-based movement instead of free movement considering the nature of the puzzles.

Developer

Thanks for the feedback, there are going to be more puzzles that will require more inputs, however i will consider your feedback, thank you very much! :)

Submitted(+1)

Love the graphics!

Good puzzle progression, too! The difficulty definitely ramps up, but it's not super difficult (although the invisible/yet-to-be-added block-placement graphics add an interesting challenge).

Wish the character didn't get stuck on / blocked by edges & walls so easily -- not sure how you approached the movement system, but you might be able to get away with just switching the player collider to a circle instead of a square?

I look forward to seeing how this develops!

Developer(+1)

Thank you! yeah, i was trying to stick to "only square colliders because we are aiming for a retro style" but definitely will listen to your feedback

Submitted(+1)

Hah, that's interesting! Honestly square colliders might still be better depending on what other features/interactions you have planned (block pushing, maybe?), I just can't think of a lower-dev-cost solution to this edge thing than giving the character a circle-collider. I feel like retro games probably did rect-versus-tilemap collision math instead of using a physics system like Unity's, if you want to explore that route.  (It seem like Unity is giving every tile a square collider, then doing square-collider-versus-square-collider physics behavior here.)

If it helps, the easiest way I found to reproduce the edge-collision issues is to walk into diagonally into the top/bottom of a line of wall tiles. Keep holding the keys down to "rub" the character along the edge of the wall until you get stopped at the seam between two tiles. At this point, you can let go of the keys, then resume trying to walk horizontally in the same direction, but you'll still be blocked by the edge until you walk away from the wall.

Submitted(+2)

Ahhh, this floor puzzle is fiendish! I look forward to attempting it again when I'm less sleep deprived. Great job on this!

Developer

Thanks! yeah, we already noted down some improvements to the multiple button system,  and to other systems :)\