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Mouse Souls's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound | #71 | 3.647 | 3.647 |
| Music | #76 | 3.735 | 3.735 |
| Aesthetics | #93 | 4.029 | 4.029 |
| Theme | #165 | 3.882 | 3.882 |
| Story | #172 | 2.794 | 2.794 |
| Overall | #249 | 3.412 | 3.412 |
| Fun | #275 | 3.265 | 3.265 |
| Mechanics | #298 | 3.000 | 3.000 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
3
Did you use any existing assets? If so, list them below.
Starter Assets - Third Person by Unity Mushroom Flora Pack by Lamoot's Game Art Stylized Fantasy Pagan Village Demo by Charttyp Anime Natural Environment by Hawaii Studio 01_Monster: Would Boss by Hatogame RPG_Animations_Pack_Free by DoubleL Dodgeroll animation by Mixamo.com GUI Parts by Poneti Skybox Series Free by Avionx Easy Transitions by Flof Legionnaire (Original) – Scott Buckley, scottbuckley.com.au, CC-BY 4.0 Juggernaut – Scott Buckley, scottbuckley.com.au, CC-BY 4.0 Wolf-growl.wav – newagesoup, freesound.org, CC-BY 4.0 Dragon roar 8.wav – AMWD_Mortsel-Edegem-Kontich, freesound.org, CC-BY 4.0 WeaponSwipe03.mp3 – Yap_Audio_Production, freesound.org, CC-BY 4.0 Step.wav – CGEffex, freesound.org, CC-BY 4.0 Cloth-foley-2 – Pepossum, freesound.org, CC-BY 4.0 Abandoned Creature Shell – Elyse Darby, sketchfab.com, CC-BY 4.0 Free Pack - Cobwebs – PolyOne Studio, sketchfab.com, CC-BY 4.0
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Comments
The game is good but my only problem was trying to memorize the controlls
Ugh - I was so worried about this. I almost cut Jumping solely so that there would be one less button on the tutorial. I also thought about having a little fade-in pop-up in the lower right corner that would remind you of the main controls each time you died. But then I worried that that might interfere with the aesthetic / immersion, in addition to making some players feel like... patronized? Yaknow?
What do you think? How could I have handled it better?
This is amazing and really difficult, which fits the souls theme of course. The roll and attacks are a bit tough to time since they feel slow, but that might be by design. Well done!
It is by design yeah, and I do believe it that it can certainly be frustrating for the uninitiated. I took the From games as my rough blueprint, and the Heavy roll in Elden Ring is about as long as mine. If the player is able to zip around dodging everything, then the boss quickly becomes pretty harmless (unless you resort to them doing looong fake-out wind-ups before actually swinging, but that has its own frustrations). Like the rest of this genre, I wanted the player to have to learn the boss, time their attacks and dodges carefully and not just button mash their way through it.
It's a really good concept, but I just feel like dodging as a big delay.
Noted! Thanks for playing
Very good. but i feel like the doge was a bit slow.
Thanks for playing!
Loved the animations, the enemies jump and attack feel smooth. Struggled a little with the controls (roll on ctrl for example made me press keyboard shortcuts accidentally when dodging out of a sprint ). Well made game.
Roll is on Spacebar, I actually thought it felt better there during development so I moved it over, swapping it with Jump which is on Control, but not very useful in the end. Fair point though, Ctrl should probably be a no-go on browser even if its a staple for PC. Thanks for the kind words 🙏
Amazing!
Freedom for Rodents Everywhere!
As a SoulsLike enjoyer, I like how you adapted the genre to the Theme. However, I feel like the animations and the flow could be a bit faster. It feels odd at times especially when I try to roll
Thanks! I did experiment with faster animations for the player later in development, but it made the game an absolute cakewalk. So it's more like a Heavy build in a From game than anything else - I kind of had to pick just one.
Game looks great, it was a struggle to beat the boss but it was satisfying to finally beat him. Why is he trying to kill me anyway? I'm just a little mouse.
Not his fault you're so delicious. Tale as old as time.
great styling. I wasnt very good at it but the graphics were great. congrats
The combat rhythm in games like this can be a challenging initial adjustment. The key is strategically trading hits and not button mashing. Dodge, hit, dodge again - don't get greedy! Thanks for playing :)
Predator felled! Heavy rolling gave me anxiety haha
PREDATOR FELLED! Good job, hero. Ultimately I had to go with Heavy Rolling just to give all the From Software veterans PTSD 😂
On purpose!? Woah, how cruel! Maybe I will add more color cubes to my game then mwahahah... Cool boss, had to kill it because I wanted to see the death animation. I would definitely play a full dark souls games in the animal world if you're making one!
I love the concept, and there's a lot of great work here. I wouldn't mind a faster dodge/attack, but nice job overall!
Thank you! I enjoyed your game a lot as well! 🦠
super impressive stuff! first up: the art style for the mouse and wolf and the whole world looked so nice. I see that you use a lot of free assets, but you really incorporated them well and everything felt cohesive, and frankly - beautiful. I also loved the scope: 1 freaking boss fight. the dodge roll felt incredibly slow, but I guess you did that for balancing reasons? took me quite a while to fell the predator, but now I feel accomplished!
Thank you kindman. Very kind, man. Yeah, unfortunately our environment / prop artist couldn't join us this time, so we had to make due with a bunch of free assets to fill out the scene. Glad to hear you feel it worked out.
And I agree, I think it's the best scoped project I've done in a game jam of this length. Thanks for playing! ✌️
Really great work!
Thank you!
Managed to beat the boss in the second try! Astounding work with all the models and animations!
2nd try! That's pretty good. I dub thee a certified Gamer. 🕹️