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Mouse 2064's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #55 | 4.118 | 4.118 |
Audio | #98 | 3.529 | 3.529 |
Overall | #107 | 3.721 | 3.721 |
Authenticity (Use of resolution restriction) | #119 | 4.471 | 4.471 |
Gameplay | #221 | 2.765 | 2.765 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Just me. I love a good jam restriction, and the longer time frame was a huge plus
Was the resolution a challenge?
It was certainly a challenge, at times. The camera in this game is fairly tight, which made the player camera a challenge and dictated how enemies had to behave. The reaction mechanic was a direct result of this
What did you learn?
I did a lot more pixel animation this jam. I was also once again reminded that brute force updating values is never faster than just sucking it up and fixing the architecture.
Also, I learnt it was possible to come up with 25 philosophical thoughts on hot dogs.
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Comments
Cool intro and world-building. The aiming controls take some getting used to but I like the controls overall.
Good entry, nice graphics that fit well with the 64x64 restriction, and interesting concept.
Suggestion: I would have used the mouse to move the aim up/down instead of W, S. I think it'd be more intuitive that way.
Note: the web version is not working for me, it never starts loading.
Note 2: the Windows version crashes when you are modifying the audio in the menu, and could never start the game again, I had to download it again for some reason.
Thanks for playing and pushing through those crashes. I considered using the mouse, but thought it felt a little wierd with the camera flip. Might relook at that with the post jam version.
Not sure what's happening with your crashes, as I can't reproduce here. In the audio menu, all that's happening is it's saving your preferences using Unity's standard save player preferences.
Did you draw all of this?
Apart from the fonts used, I sure did.
Very nice work! That must've taken a good bit of time. :)
I”ll echo the camera complaints… but overall this game was pretty polished :D The visuals and mood were spot-on
Loved the visuals in this! The player being anchored to the edge of the screen felt a bit jarring when turning around, but really nice job!
Thanks! I totally get the camera complaints, but such was working within the restrictions.
Our team struggled with the same thing our first year. Cameras are hard at tiny scales! It wasn't a bad compromise either, since it lets you see more!
Great graphics and game progression! I love the overall mood, especially when talking at the hotdog stand. A really solid game!
Thanks! Appreciate the feedback
Absolutely love the art style and the between levels scenes - gave a lovely atmosphere and looked amazing! Gameplay was interesting but could have had more variety. As others have noted, I also found the feedback on shooting a little weak - I ended up shooting twice a few times as was unsure if it had done anything! Also found the jump of the screen when walking left and right a bit disconcerting but understand why you did that at this res. Honestly adored the visuals and music added to the experience. Would love to see this developed further!
Thanks! I tried smoothing out the camera flip at the beginning of dev, but it was honestly an even worse experience. Such was the limitations. Do you think after the jam I should modify the game past the 64 pixels?
yeah, I understand! A short camera pan would probably help! You could modify beyond the 64x64 - your game would work better in landscape for a bigger field of vision. Personally I think 16x9 is the aspect to go for when not constrained by the jam - so you can extend while keeping it low res to 128x72 without much work. That’s what I’ll probably be doing!
This is awesome! The visual syle reminds me a bit of Doorkickers. Lovely stuff :)
Thanks! I hadn't heard of (or played) Doorkickers, but looking at it, I can see the similarity.
Visually and Musically this game is really interesting. The Text also adds to the feel of a fleshed out game. The controls where a little confusing for me on a laptop keyboard, and it felt inconsistent in the difficulty. But overall a very well done game.
Thanks! Can you make a suggestion on a control layout you'd prefer? Ideally I'd make it customisable, but in the space/time provided, it was just too much work.
Controls are a bit confused, and the sound when you fire is not very good, at the beginning i pressed space and i think that have no consequence,because sound not appropriate and no animation feedback. otherwise graphics is very nice, and music is perfect for the theme of the game.
Thanks! I just checked, the web build isn't showing the muzzle flash sprite, while the desktop builds do. Thanks Unity! Hah, oh well. I appreciate the feedback.
So… I’m going to start by saying I’m a Linux user! Graphically, I thought the game looked beautiful and I like that there’s the potential for a lot of replayability with this game.
I tried using the controls as described on the games main page, but they didn’t seem to all work (or, at least, for me). Keyboard-wise, I don’t think the ‘D’ key worked consistently so, I kept going to the left and had trouble going to the right.
When I tried playing using an XBox controller, things seemed to work better, however, I would walk in front of a computer and something that looks like an exclamation point would appear, but I press the button that is supposed to be “hack”, but nothing happened. Also, when trying to aim up (at turrets), my gun seemed to just keep shooting strait. Not sure if I misunderstood the intent of the red dot (I assumed it was for aiming), but turrets always won.
Still, I can definitely see this game has some great potential! Great work!
That would be because I've accidentally bound S to move left (and look down), instead of D. Can you tell I don't use WASD?. I'll fix it and upload a new build. The arrow keys should work.
Also, I'm uploading a web build shortly so everyone can play.