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Gm3

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A member registered Mar 31, 2020 · View creator page →

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Just clicked the join button. ;D

I am super happy that you liked it. My team and I loved so much the idea that we're going to expanding it to a full game.

Good feedback, in fact I had planned to throw a red tint to unaffordable upgrades. But it got lost in the developemnt process. 

If wasn't this Jam we would never think in a such fun game to work on. Thanks for the Jam Joe :)

Yep this game is very addictive, I remember play testing it to release fot the jam and suddenly I was 2 hours invested in and still had things to program.

About the upgrades here is a detailed version of them (and I probably gonna copy them on description later):

Mouse Minify Power -> Your clicks are more powerful so you can minify the Smolls faster

Critical Chance -> Add a Chance to Crit when Clicking (only clicking) so your "power output" get doubled if you crit ( a different noise plays when you click and crit)

Worker -> Add a Worker that helps you Minify the monsters. A worker can only work in 1 chamber at time, this means that you need 4 workers to have all 4 chambers going down at same time (depending on the number of unlocked chambers the workers are rearranged)

Perfurm -> Minify ALL the monsters. When the worker can only decrease a chamber at time the Perfum apply in all open chambers at same time.

Perfum Tonic -> Power-up your perfurm efficiency by 1% per Level

Extra Smoll -> Add a new Smoll

You get noticed?
This never happened to me...

Can you explain how you're playing so I can try to replicate the bug?

We had planned to integrate more environmental interactions, but due to time we packed these ideas to get something functional and enjoyable.

Thanks for the feedback

I can really see this turning into a full game.

After the jam, go for it bro!

Liked the idea of the game.

It caught me of guard in the first level of how much I overlooked the character interactions, but as you play you realy start to get the hang of it.

Also I spent a 3 minutes in the tutorial trying to understand why my mouse wans't interacting with nothing to just realize that the "mouse pointer" wasn't my pointer and I need to click in the NEXT button on top of the screen.

I rly liked the art style. The cells floating in the background are amazing!

I can see this going further into a metroidvania. Of course with a little changes with the attack (vitamin) mechanics. 

The onyl thing that got me its the tutorial parts, rly break the game pace and I wish I could just skip the conversation to play it more.

Nice Job!

Thanks Man,

The art is 100% my friend's. He helped me a lot giving me more time to play with the game mechanics

Thx bro.

I'm glad you liked it :)

Yhea I saw the source. 

I rly want to get time to look at it.

Another MiniMicro entry!!!!

It is a rly fun game. I liked the ideia of the sound wave.

Also when I get enough time I rly want to see your source code. MiniScript made me have a lot of mechanics problem at the start and I realy want to see how you dealt with your mechanics using it.

Nice Job

Yhea I saw another MiniMicro entry saying the same thing about the WebGL version, for me runs normal, but I have some friends saying about the game being laggy. However, they played the Win version and it's running super smooth

Hi Vertti.

Did you played in the Web Mode.?  It seems that the game get sluggish in the MiniMicro Web GL Player (maybe because it's a little big size wise for MiniMicro or a Chrome thing) If you have Windows I recomend you to download and play the game.

About the Tension Meter is actually your (the monster) tension. In design way: It's like you so excited to eat the poor guy that you start to make more "noise" coming at him (MiniMicro don't have a dynamic volume change for sound fxs so put the "sound thing" in your imagination. The main idea of this was the 'little crepy piano in bg getting higher at more tension you have") standing still calm your creature, hiding make it invisible for the guy, but the monster also can't see its prey. It can not get to relaxed

In the mechanic way: More tension = more you make your target gets aware of you per time. Stealth mode release a tiny bit of tension compared to standing still, this is made for the risk v.s reward system of the game, so you cannot abuse being hidden and drops tension to 0 to make you easier to traverse the scenario. 

The target awaraness is based on the exclamation mark size and color that appears at his side.

The big tip for you to beat some levels is: 

>> Pay atention on how much the exclamation grows after the "huh" (noise cue)  and how much tension you have on screen, so you can see how much "huh" cycles your tension level triggers your victim. If tension is too high, stay in stealth wait him to look and reset his awareness, stay still for a few secs so you can get a little extra "huh" cycles. 

>> You can time how much the awareness grows in full tension and  YOLO your way out and hide only you see its necessary (this tatic made me get to level 5 at best). Higher levels make your tension impact more the victim awareness, so he can insta look at you.

>> Far you get to the level creepier you get and slower your move speed get. So you need to pay extra attention to not try to YOLO too much without calculating your variable velocity. There are 3 forms - each have different move speed, but the back speed its the same in all forms, so in real peril you can go backwards to reset some of your tension (or avoid a spotlight), of course this make you backtrack to your goal. Only go "left" if its your only best choice.

Hi Joe,

The game need to be made in the Mini Micro web editor or just need to be run using MiniScript?
Also there is some demo games source code using MiniMicro somewhere I can look up?

Thanks