The levels have been intricately designed to utilize a variety of modes in ways that will make you ponder every possibility until you are overcome with serendipitous bliss once you figure out the solution. The four secret levels to be found also adds additional playability to the already generous plethora of levels. Further polishing of the platforming, secret passages being made slightly more discernible, the inclusion of some thinking music or ambience in the background will help make Mugbi be the best it can Mug-be.
Magnilith
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Thanks! I'm glad you enjoyed it. I just used a random ps1 shader so it's definitely not the most authentic to the n64. I like crisp and grungy as visual descriptions - the 90's were big on grunge for sure. Were you able to understand the tutorial and sprint into enemies to get their ability? From watching other people's playthroughs, it seems the tutorial did not explain this mechanic well enough.
We made this puzzle game that's inspired by the puzzle game Baba Is You https://jamburger.itch.io/greemba-tha-reappa There's just one level and we'll work on it a little more
Very handy tool for sfx, thanks. Kenney has a lot of public domain sound effects as well: https://kenney.nl/assets?q=audio
Hey it looks like your comment cut off at the end, did you have more to add? Anyway I'm glad you like the music. I don't have that much experience with making music for games so I hope it sounds alright. Coins and a shop system have been top on my to-do list but since it's just me working on the game, I didn't get to add them in time. Combo will add to a loot multiplier. I'll definitely add a tutorial. I appreciate that you took the time to give some feedback. I'll continue working on it after the jam.
You're absolutely right that it's too similar to Crypt of the Necrodancer. I thought if I used that game as a base, some other unique ideas would spring from it being in 3D and make it different. So far those ideas have yet to be implemented and currently it's basically just Crypt of the Necrodancer 3D.
At the moment, the game does not punish you for missing the beat. It probably should, but I also want the game to be accessible to people who haven't played these kinds of games before. I've been thinking about how I could go about it while also making the game different from CotN:
- Following the beat is optional but the player can get more loot from enemies, so it makes the game easier to get into while rewarding experienced players for playing on beat.
- The player can switch between different rhythms. Successfully completing a switched rhythm could give some kind of buff like temporary invincibility or double damage. The player wouldn't have to manually select a different rhythm. Instead the game would detect what rhythm the player is going for. So each rhythm would have to be unique.
I'm not sure. What do you think?