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Heya! I quite enjoy the short time I played this game, so let's go through the positives first:

1) You've definitely got the style nailed down hard here. The simple, minimalistic artstyle with little colours coupled with the simple almost-chiptune music works extremely well. You've done amazingly there!

I have a few qualms about the game but I'll mentioned the most important ones:

1) Controls are a bit hard and finnicky and demands some time to learn. You definitely did implement a grid-based movement, but you need to give more delay between tapping the arrow keys and holding the arrow keys. I find myself easily sliding and gliding along the levels.

2) Overall, somewhat confusing game direction. In my head, I went into this game thinking it was a puzzle game but I kinda got a time-trial-ish game where you have to speedrun to the end. And also the poison-levels were pretty much impossible because your friendly mices would always spawn before you had time to react. I was also unsure at your decision on making the levels randomly generated.

There's a lot to unpack here, but basically what I'm saying is you should considering tightening down your game design direction. Is this a puzzle game? If so, then you can make a score system where you have to complete each level with the least amount of arrows possible. And if you make it a puzzle game, maybe you don't even control a mouse. You just place down the arrows seperately.

I also don't quite understand your initiative at making the levels randomly generated. But I also cannot give a constructive opinion about it so I'll leave it at that.

You've made this game over 13 hours which is nothing to be sad about. At least you finished a game and that's always worth commending!

Hey! Thank you very much for the comments. You made really good points there.

I'm not very good at designing levels so I create randomly generated levels. Also to speed up the process. That said, that left the level with a lot of possibilities, so I decided not to limit the directional pad placement.

The game direction I have in mind is more action than puzzle. I love movement and timing, so I chose to use the hold button as a moving input with 3 frame delay between movements. Other mice have a 20-60 frame delay between movements.

Though when I think back to it, I forgot the rewards were mainly through the puzzle mechanics not movement and timing. So, I think this could still be considered a puzzle. My bad.

On the poison level the game is to place the little mouse in a movement loop while you carefully build your way to the cheese. This is quite the unachievable level in the game so far that basically requires precise movement and timing. Let alone movement and timing, after mastering that, the frustration mainly due to the little mouse random spawn direction. I shall make it predictable.

Thanks for playing ♥