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foliagic

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A member registered Apr 26, 2024 · View creator page →

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The sprites and the models are really good and the dialogue is funny.

It’s really easy to become basically invulnerable to everything after a few upgrades, and the gameplay becomes “Hug the right side of the screen, keep shooting and spinning”.

The mechanic is definitely interesting and the techniques used are impressive. But combined with the controls and the types of challenges provided in the game, I did not really have an enjoyable time.

On one hand, you very successfully created a game that gives players a really specific uncomfortable feeling. On the other hand, that feeling is the sensation of trying to pee in complete darkness.

I had an issue where I couldn’t un-invert the camera controls, no matter how many times I restart. And I kinda wish I could adjust those settings mid game instead of having to reset my progress and having to go through the instructions screen again.

This game made me use parts of my brain that I never use so I’m glad I played it. But also come on man, a dark maze? :(

That and I believe the Metal Gear ! effect :D

Ah I see. For sending the plushies to the other player, maybe popping something like “5x Combo” on the screen when that happens might let the player connect the dots. Or an animation of the 5 dolls transforming into an Ironmouse/Monke plush and moving to the other side?

All of the art is very good and the story is funny. I don’t actually have any criticisms(for the first time so far in this jam. I don’t think you have the rights to some of the sound effects I heard though :D

Great entry!

The game is fun and Mousey’s model is so cute. I just wish there was more.

Making a puzzle game for a jam is pretty impressive in my opinion. Not to mention its one where an AI plays against you.

I don’t exactly understand what causes monke plushies to drop on my side. And I also don’t understand what is speeding up/ slowing down the refill bar.

Simple, cute little game.

I like the Flash game era feel.

So. Initially I played on Firefox, and the spring jump in stage 2 was impossible. Something that is not an issue at all in other browsers (presumably, I played the rest of the game on Edge)

When getting hit, you have no invulnerability frames where you can move. So if you got hit by a slow moving enemy or attack, and if that attack is still in contact with you after your “getting hurt” animation, it doesn’t matter how many powerups you have, you just die.

The music is very loud and there is no way to adjust the volume.

If you game over, you can’t restart the game. Your lives are stuck at 0 so as soon as the opening cutscene finishes you get another gameover. You have to refresh the page to get it to work.

Because powerups are so rare, and getting hit once can instakill you. I ended up beating the game without ever seeing some of the powerups I think.

Very cute models and art!

Maan that debug window though. It kept popping up every 2 seconds when it really mattered.

I have to be honest. Even though I beat the game no problem, I really do not like this movement system where you can turn and scoot at the same time. I can buffer a direction to turn to by mashing but I can’t just hold one direction to keep moving in that direction. I feel like it would have been better without the ability to buffer a turn at all. (And possibly less buggy)

I feel like I kinda did things out of order? The move 2 tiles item did not work pretty much at all. It ended up being a “open up the debug menu” button. But everything it was supposed(?) to do was possible with the ranged attack anyway. I sniped the big enemies across gaps.

In the room southeast of the first area, the pushable statue things would not move at all initially, instead they would pop the debug window out. And the northwest one didn’t even have a hitbox? But the water level didn’t change until I left the area and came back.

For most enemies and the boss (and even some levers) I just spammed projectiles from a distance. It was also possible to move into the same tile as an enemy and press space to hit them instead of using a sword.

The item system was also more cumbersome than it needed to be in my opinion. The stat upgrade items should not need to be equipped then used, they should just upgrade your stats when they drop I think. Same for the sword upgrade, it should just replace your sword instead.

I think this game is very very solid. Good visuals and sound. However it seems to be just drowning in bugs right now.

I like the idea of a unit based game starring mouse and friends!

I think I beat the game? Or at least I saw the last cutscene but then there was nowhere else to go so I went back. After walking back into the initial cutscene area again I got this error:

Error

scripts/hud.lua:387: attempt to index a nil value

Traceback

[love “callbacks.lua”]:228: in function ‘handler’ scripts/hud.lua:387: in function ‘draw’ main.lua:511: in function ‘draw’ [love “callbacks.lua”]:168: in function <[love “callbacks.lua”]:144> [C]: in function ‘xpcall’

Thank you for playing!

Yeah, the way the tiles look in stage 3 makes them hard to see. We will try to improve this by moving the tiles around after the voting period is over.

The models and their animations are all very cute! I managed to get to 330m.

I wish there was more variety to the stages.

Also I assume the game is designed for controller input but for Keyboard and Mouse users, it would be more enjoyable if the camera controls were on mouse instead of arrow keys!

Like olezha said, I am kind of worried about not having time to rate all the games, but if Mousey intends to play all of them on stream then I guess that is ok.

Even though we have eased up on it since the original idea, the movement is designed to reward quick reactions and decision making. The idea with the bounce and slide is that you lose some control in exchange for using them, so they are not “free”. We felt that this is more rewarding for the player, and that it added replayability in the form of speedrunning and trying to minimize unnecessary movements. If a jump can be cleared without the bounce, it can be optimized. If a section can be past without interrupting the slide, it can be performed in a more clean way. The limitations of the movement give the player a puzzle to solve, and simply having every move be free would not be as fun, at least to us. If mouse could always jump with the speed of the bounce, or walk at the speed of the slide without losing any control, the game would just not be fun, or so we believe.

The weird hitboxes of the environment can be fixed easily after the voting period, and we are aware of some in stage 2 in particular.

For the controls, we kind of regret adding the option to play with arrow keys, as WASD+Space feels much more natural. A lot of people who initially tried playing with Arrow Keys + Space reported that the game feels a lot better with WASD.

Apologies about the end screen. There is supposed to be at least a little narration text letting the player know what happened after that but due to a bug it doesn’t show up. We will fix it after the voting period is over. The ending screen that says nothing but “thank you for playing” is only supposed to show up in speedrun mode.

Thank you for beating the game! We really appreciate all the feedback.

Thank you for playing!

Thank you!

It is really impressive that this game is made without a game engine. Great Job!

In my personal opinion, it would be so much better if we had just a little more control over Mouse’s jumps. Sometimes, the gaps between blocks can be just wide enough that the jump feels awkward.

Ran into a bug where the game respawned me right on top of nothing, in a way that I was doomed to just take damage again.

Cute game.

Did you make the Ironmouse model? Because it looks sick! Ironmouse’s animations during the tutorial are also cute.

I was unable to make a lot of progress, unfortunately. Not due to difficulty, but because the enemies keep spawning even when I haven’t finished defeating the last wave, which slows the game down a lot to a point where it becomes unplayable.

There are also a few bugs. After clicking for a bit, the game will stop registering my left clicks, and I have to right click once to reset it for some reason. Also some enemies just won’t disappear after death, instead becoming stuck in place, glowing. Which also contributes to the lag.

What happens when you actually lose all health was actually so scary that I still don’t know if it was intended to be that way or a bug. The screen goes gray and I hear a hyper sped up version of what I think is Ironmouse’s “Devil”? Then I respawn on an empty stage with the enemies gone but most of them no longer have an ai. Clearing the enemies this way doesn’t help much since after wave 15, a single wave is enough to lag my pc into oblivion by itself.

I managed to get to wave 23 and had 99.0 million debt remaining.

I did it!

Does the game have no audio? Or is that just on my end? I noticed that there are volume options but I do not hear anything.

On my first run I didn’t realize I could transform so it took a lot of time to clear it and barely managed to. It was much easier with the transformation.

(1 edit)

Huh. May I ask what headphones you use? The jump sfx sounds completely fine to us and all the friends that played it right after release, but I got similar comments from a previous game. Also, did you play the web version or the Windows version?

Also, what do you think would be better for inputs if you did not like jumping with up/w and stomping with space?

Very cute game! Loved to see all the updates and rebalancing since the initial release. Visually one of the best I have played in this jam so far. Lots of replayability as well.

My one issue, if you can even call it that, is that the randomness of everything affects your chances of “winning” a lot. I know at the end of the day, getting N out of N plushies is not the actual goal as much as just getting a high score or getting achievements and getting all collectibles. And it doesn’t affect my experience that negatively, but still, considering I only “finished” without running out of time when the plush requirement was 6 and never managed to when it was higher shows to me that there is a significant amount of RNG tied your attempts to whenever you want to aim for all achievements.

That being said, if there is an obvious strategy for getting wins more frequently that I am missing, please let me know. :D

Very cute art! The sprites, the cover art and the opening cinematic are very nice!

I see. It is really unfortunate that you found it too hard to finish. We had a lot of friends play the earlier version of this game and made adjustments to the controls based on their feedback. Even then the there weren’t many people that just gave up without finishing.

If I may ask, what would make the controls easier for you? For sliding, you can slide after a bounce so that you get more time to press left/right before you land. Also, some players commented that switching from Arrow keys to WASD or vice versa made the game way easier than before so I recommend giving that a try.

Cute little game!

Nice, short little game. And the story is cute. I have a few criticisms though.

The controls can feel way too heavy or slippery in certain parts. IN the first area, it was too easy to bonk against the ceiling and hard to get to one of the levers. Floating platforms in general in the first area were hard to land on. Maybe it is because the mouse’s hitbox isn’t obvious.

In the first area, it isn’t really obvious where to go because everywhere looks the same and the stage seems to go in every direction. On top of that, it’s not obvious when a switch is in an “on” or “off” position so it is hard to tell at a glance if I have already activated a switch or not. And it is not clear which switch interacts with which door. Thankfully these issues only affect the first stage.

When I mentioned controls feeling slippery, the elevator section is a good example. The first time I was there, I slipped off of the elevator and wasted a lot of time trying to get back up.

Uhh, I think I found another broken thing. One of the upgrades removes one of the demon arts from Ironmouse entirely.

Really fun and very cute game.

Currently, simply starting by using almost all patience on an atm, then maxing patience to 100% and then simply showing up to a booth to get the plush is a very dominant strategy. There are some things that could make it better though. e.g. If time froze during the persuasion sections or if there was a button to manually refresh persuasion options instead of waiting for them to refresh. There are times where you can be stuck with 2 or 3 bad options and you have to simply wait them away while the clock is ticking. This would shift the gameplay away from atm and coffee hunting and into more persuasion.

Oh, I was about to reply and you found it already. You are welcome. Simply going around and fighting enemies was fun. I might play a little more later today.

Thank you so much for the feedback. The level-design related changes are easy to make so we will make sure to keep those in mind. But we need to consider some other things regarding stomp before making changes to that. We intended stomping to be a little time consuming to encourage players to keep a slide instead of just refreshing them whenever. But we had other people say similar things so we are definitely considering it!

Again, thank you so much for taking your time to write such detailed comment!

Cute game!

Nice game! I have a couple of criticisms though. Some of the skills are not explained. What is the hit rate of this spell? How much damage does it do compared to other stuff? There is also no way to see what debuffs I have or the enemy has and what those debuffs do. Also I encountered a bug that breaks the game and ruins the save file. I don’t know what triggered it but after a couple deaths and upgrades, the next battle I entered just froze. Ironmouse’s turn indicator wouldn’t fill up and none of the enemies attacked. Resetting the game and continuing didn’t fix it.

Thank you so much for taking the time to check.

We are kind of worried so I really want to clarify this. Turkey is not one of the countries that will be disqualified, right? In my research I found nothing about not being able to wire money to Turkey so I assumed that it’s fine but some consider Turkey to be part of “Middle East”.

We would feel much better if we can get a clear answer about if teams from Turkey will be disqualified of not.

Sorry to bug you again and thank you for your attention.

Are we allowed to make remixes of/ use the leitmotifs from Ironmouse’s original songs such as Anarchy, Rodent’s Kingdom and Devil?

Thank you so much for answering!

I see. And may I ask how rewards are handled in case of multiple team members?

One of the rules states: “If your country or area of residence is any of the following, you are not eligible and cannot participate in the event and will be automatically disqualified: North Korea, Russia, Iran, Syria, Middle East, Cuba, Somalia, Sudan, China and Kazakhstan.”

I have a question about the “Middle East” part. It is unclear which countries are included in that. I am assuming this rule is just meant to be a restating of the other rule written below it as “If the country or area you reside in does not accept wire transfers from a US bank or Paypal then you cannot participate in this event and you will be automatically disqualified.”

But if that is not the case I would like to have a clarification.

Thank you for your time in advance.