Mi-Ni-Mi: A Cat's Adventure. Play as Mr. Kitty, an axe-wielding lover of Mrs. Kitty who was kidnapped by the wily fox. Featuring lowres craziness, web oscillator tunes, 80+ rooms in a 16x16 map grid setting and a 'reversal' theme where many of your actions are performed backwards.
KuroGamedev
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1st score 1175. 2nd score around 2400 (didn't catch the exact number) 3rd acore: 3155. That is at least one more playthrough than I would normally do, which says something about the game's addictive qualities.
Curious when I pulled up the submission page, yours 'happened' to be the first one on the list... Most curious.
Notes:
- Is the cat combo special? I did not see anything mentioned about it. (Also having it mew and stuff was disgusting adorable. :3).
- Are the credits supposed to play AND you can still play the game? I know it no longer adds to the score.
- No pause button?! Grumble, grumble...
- I had a LOT of trouble following where the token was supposed to be on the board, given how 'floaty' it was and it was hard for to follow where the selector was.
- The way everything was rendered on the screen was a little hard on the eyes (I'm an old kuro, after all).
- Bonus: I see someone else is now including the Alchemy theme in their game. :)
Ok, this has to be the craziest of all the jam entries! It was worth submitting it a little late, right? The music helps to sell how weird is. :D :D :D
There is something... fishy... about that place. Who the spotted heck keeps a storage facility with boxes of fish filled with bumps on the floor?! That's invitation to an accident! Worse, someone may drop fish out of their cart and damage them! Talk about a waste of good inventory... Now, I'm know I'm carping and whalin' over this... but I'm net that kind of buoy, sea? :(
I had fun trying to keep as many boxes in the cart as possible, though I started having real problems when I hit 13.
Notes:
- 2:9, 2:8, 2:7? If you output these values as a string, have a check for second value so if it's length is only one character, you can change it into "0" + second, then you can end up with something like 2:09, 2:08, 2:07.
My goodness, this has to earn the "Longest Title of the Year" award, if nothing else. Also, you can see that games like this happen because old, cranky wizards do not get around to feeding their cats, resulting in the sort of chaos that is this game. So yeah, THANKS WIZARD FOR BEING SO DARN FORGETFUL!
This took me to round 11 and I was down to 7 lives for my second try (1st was a disaster) and I probably could have skipped giving a sword to the 3rd cat, but you once have the know-how in the way the brooms operate, the difficulty goes way down.
(Also this is the first time a game title has been so long, my text box was scrolling the page as I was typing things in. Your game is so overpowering, it manipulates the rating page, itself).
Notes:
- It is a little frustrating at first, given the lack of power a cat has before getting an upgrade. Maybe as a trade-off, give them a little more power when unarmed, then do the usual power limit once an upgrade has been picked?
- I did not find much use for the upgrade on the left-hand side. The sword upgrade was a LOT better, for sure!
- FINALLY! A PAWS BUTTON! (Missed opportunity, there. :P )
- Bonus: Nap time, huh? APPRECIATED! Old kuros like me need their naps. :)
Okay, three questions.
- One, how come that train never runs out of fuel? It must be burning coal or something for it to be producing that much smoke.
- Two, how does that cat know how to hijack a train in the first place.
- Three, what is that crazy enough to think that going faster is a GOOD IDEA?!
I managed to make it to 31 pts. That was getting to the point I barely had any time to deal with obstacles. I liked that there was a small variety of obstacles and different ways to deal with them.
I smell a rat, here! Ohhh, multiple rats. And you play as a cat, I would assume they were dinner, not weapon-wielding crazies... The things I do not know...
I like the concept, for sure. Using materials around you for your attacks is neat. However, it seemed like I was using attack after attack and they would continue to chase me without be taken out. Maybe I was just terrible at it.
Well done!
Talking cats at the 11'o'clock special, splashing around a variety of alcohol into the mix, next thing you know, you have a game made for serving and rewards. Just watch out for fur in your beverages. :)
Notes:
- I saw a drink call for ice, but I saw no ice. I served the drink anyway and got a tip for it.
- I noticed a couple ingredients names on the bottle are not the same as in the book.
Tuna > Shredded Tuna
Fish Brine > Sardine Brine
Casual, playful and fun, for sure. Nothing wrong with these qualities in a game, for sure. You did well and it shows.
Notes:
- Waaait a sec. If the game page says 'coming soon', then why is it here, now?! o_O
- There is a 'quit' button in the browser version. It (effectively) locks the game.
- The mini-puzzle said I was complete when I still had 2 pieces left to put in.
- I noticed the tile seams were out of position. Probably the math you used to align them was not doing it's job.
- Is there no proper end to this game? I collected all the ingredients, delivered them, was promised treats, but then there was nothing else to do.
Ahh, a floating cat head in a large jar serving as your advisor. Fun times! :D This game have something different with the weapons for a top-down shooter and it's a nice change of pace with a bit of an old-school topdown Contra feel. Overall, I think it need some polish and a bit more work, but it's off to a promising start.
Notes:
- The Forge section needs a complete overhaul. It allows you to select 'everything' on-hand, even after already using it once and it does not use most of it anyway.
- Whatever weapon is equipped does not show up on the main screen.
- No pause button...
- Restarting a game prevented me from being able to shoot a gun, leaving me a sitting duck for the swarms of level 6 enemies at level 1. It took another death before I could do a proper reset and even then the enemy batch was still the ones at level 6.
- Much of screen cannot be seen while moving around, making it difficult to aim and shoot at an enemy target.
There was a fair bit of stuff to shuffle through what I was playing and I swear I only figured out some of it later on. That said, I had leading them around in endless circles while I tried to level up as best I could. I could not tell when everything went kaboom (and my hp recharged) if I had won... or lost; it was kinda weird. Looking at it later, I realized your game quickly replays backwards as a way of showing you how you did.
Notes:
- You do not have it setup where the units closer to the bottom of the screen are set above the ones closer to the top, creating this weird feeling of enemies hover over the player, like they are trying to eat them.
Oooh, a dice game! I have not seen one of these in very long time, maybe it's even my first one I have seen in a jam. I liked the mechanics of not just having different sided dice, but also different dice types along with their advantages and drawbacks in battle. It was very fun and well-thought out!
Notes:
- Clicking a continue multiple times during a transition causes the transition scene to be performed multiple times.
- the transition seems to happen twice after ending a battle.
NOO! NOT THE FISH! Those evildoers have no mercy, do they?!
Fun little platformer, for sure! 19:38... Probably could have done better... Regardless, well done! This is a good Metroidvania!
Notes:
- Pressing Enter while any popup is displayed has the main menu button still being clicked and popups will overlap each other. If hit enough times, eventually all the popups stop working and the game freezes up.
- GAH! Got stuck right after getting the sliding upgrade. Game locked up. ;-;
- Was forced to die in water because the wall jump needed to get back from that one switch proved too much. The wall jump was unusually punishing.
- Might be easier if the player is allowed to hold down the same direction while wall jumping?
- Spiked drop enemy has a weird pattern if you walk in and out of it's detection range...
- Getting to the rocket ship was easy. Getting out of the reverse gravity, not so much...
- No means to restart the game?
- We cannot rescue the fish? :(
If this is not the manifestation of Physics Chaos, then it is certainly it's next of kin. There is a certain element of fun in all that that is neat! I wish I could have gotten further. I ran into nothing but problems even trying to jump, let alone get past any enemies. I would say the game needs work but it has potential, for sure!
Notes:
- - The game would randomly start over on me and I never figured out why this happens. Usually, the timer was around 175-185 when this happened.
- - Too often I would get pinned down by those green boxes and by unable to do anything. Their ability to line up with the blue guy vertically only added to the frustration of the whole thing.
- - No pause button?!
Ah, I see the time of your review. A buddy of mine and I were doing final debugging and I know at least one the builds something was seriously wrong and I had to fix it. I wonder if that was the build you caught. I thought I had posted on the page a request to NOT have this game reviewed until it was ready, but that must have been when Itch was down or was going down, but the post never made it to the page.
Anyway, the game is done, debugged and ready. I have no issues getting it running, now.
Ohhh nooo, this project was still in development when you tried to run it. I was more worried about getting something up and I was sure I had posted on the page a request to NOT have this game reviewed until it was ready. I guess I tried to post it around the time when Itch was down for a while... :(
Well, it's ready, now. A buddy and I did a full play-through of the game and fixed any minor issues we had that showed up. IF you want to give this another shot and actually see what sort of game this actually is, that would be great!
Weird music aside, let's not forget; you did this all yourself:
- The graphics
- The music and sound effects
- The code, pathing and other content needed to play this game
You did not require a team to create this game. This was all you. Frankly, I think there should be bonus points for anyone who solo devs and makes a game. That commands respect in my books, since being able to use the math AND the art sides of your brain at the same time is no easy feat.
Round 5 fish count: 4043. Finally a game I can beat!
You may need to bear with some bad jokes, here, but something about this seems a bit fishy... Then again, the narrator runs on, he's carping and whaling with barely any porpoise... I'm just net that kind of buoy, sea? Anyway, I'm hungry for dinner. What's the catch? :)
Not sure how, but I missed this one when I was going though the game (Guess my mind had gone with the wind, like a bird)... Good thing I noticed at the last minute!
Notes:
- Likely related to your engine, but the frame rate and music started getting really choppy during gameplay, probably related to how you were drawing the fishys in the river (which is when it happens). I guess the game could not bear the strain of so many fishies left in the river...
- I think there are too many cups of coffee available during gameplay. It does make it kinda easy to max out how quickly you can fill the map with fishmongers. I had around $700 leftover when I started round 5. I turned my hungry hungry hippos into a bunch of caffeine addicts.
- Bonus Point: You can restart your game and play again!
Oh, this is the best submission here (I can't rate my own, to be fair). It is not the most complex, not the craziest, not the most intense, not the largest, but it ticks EVERYTHING that makes a jam game right and it fits the purpose of this jam like a cat fitting in a box 2 sizes too small for it. Only a handful of titles are getting a full 5 for the NES feel (from me) and this is certainly one of them!
Notes:
- Gah! Falling skeletons are still deadly! ;-;
- No pause button! BOOOOOO! How am I supposed to write my review while the game is still running! :(
This must be my new drug, because it's ridiculously addictive. You are making it difficult for me to review other games!!! Nice graphics, fun gameplay, good puzzling effort on your part!
Notes:
- Something is wrong with level 10. The game will not acknowledge the number of princesses I have rescued and an attempt to restart the level left me with a starting score of -4. I was unable to continue from that point.
Well, I certainly had some fun playing this one. I got a final score of 22050 points. It looks great, plays well, sounds fun and your little in-game story suits the mood and feel of game well.
If I have one gripe, it is that the game does not feel like an NES game at all. This would have been far better suited for some sort of Super NES jam where the feel for it would have been near-perfect.
Everyone, listen up and take some notes. THIS is what a NES-style game FEELS like, LOOKS like SOUNDS like and darn well PLAYS like. If I could give a 6 for the NES Feel, I would! You nailed this one well!
Notes:
- Music track does not automatically loop around while the browser screen is off focus.
- I kept dying at level 4, much to my annoyance, but that's more on me since wasd key layout is not my forté. :D
- Bonus Point: ... And I thought I made some weird music tracks for MY game. This one takes the cake, ice cream AND even the freakin' cherry on top! I WANT MY CAKE BACK! ;-;
- I got the boss crash as well and I got a HUGE list of errors the webpage generated. The first comment I saw was "InternalError: too much recursion". You (probably) have a endless loop/while somewhere within your boss script. Probably should check the variables you used for that.
Score: 16610, Upgrades: 4, Grade: B I suppose I could have done worse! :D
This is another example of what happens when a game maker focuses on making a game LOOK, FEEL, SOUND and PLAY like an NES game, which is exactly what this jam is all about. You have something here that could have easily been a $19.99 game found in stores!
This is one of the shining examples of an NES Jam game entry done right!
Notes:
- I noticed a weird bug when trying to jump through a thin floor; not only did I not go through the floor, your script for centering the map to the player shook for a little bit.
- Kinda weird to see the assassin look like he is spasming while falling.
- Bonus Point: Yay, a pause button!
- Bonus Point: I like the thunder effect and the way it shook up the palette in the game.
- Bonus Point: Among the most creative musics of all the submissions I have reviewed!