It's fun and a very good idea :) I like the sweet mouse and key icons and how the are part of the space ship. Very cool even if I could not manage to survive very long because my reaction was way too slow.
Play game
Mouse n' Key!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1679 | 3.522 | 3.522 |
Enjoyment | #1698 | 3.179 | 3.179 |
Overall | #1712 | 3.353 | 3.353 |
Presentation | #1945 | 3.358 | 3.358 |
Ranked from 67 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
We created a twin-stick shooter game where the roles of your mouse and keyboard are reversed on each weapon switch
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
Took me a long time to start getting the hang of the mouse to move WASD to shoot controls, but it was a nice challenge. I do think it would be ideal if something forced you to switch between the two, as otherwise I'm generally much more comfortable using mouse to shoot. Still, did retry this one a bunch of times to get the hang of it some :) nice work!
Very well though out concept. You've managed to put out a lot of game in a short time. Needed some time to get used to the idea, once I got the grasp of it, it was very fun to play.
Cool concept but if I wanted high score I won't switch weapons. You could add a level system and have the weapons randomized each level. Also, you could implement a system that forces the player to switch between weapons. It could be something like, when spending 1 bullet with mouse weapon, recharge 1 bullet of keyboard weapon, obviosly depending of which weapon you are using.
As an aside, the "play again" button doesn't work. If you haven't solved it yet, it could be a Time.timeScale is set to 0 or a panel or something that is blocking the button raycast. Or that you forgot to add the OnClick method to the button. Anyways, good work!
Heheh, yep it was a panel that was blocking the button raycast -- we figured it out after the deadline, but oh well :')
Your recharge system idea is really cool :o we considered putting the mode swap on a timer, but your idea gives the player a lot more agency, which is great! I think ideally we'd get to a place where switching weapons is optimal for a high score, but I agree that the weapon balance isn't there yet.
I'm curious, which mode would you stay on for a high score? We've gotten different answers from different playtesters (though one tends to get more votes than the other ^^), so I'd love to know which one you felt was better!
Interesting risk/reward mechanic! Needs some tuning to really shine! Anyway, nice work!!!
Heh, just today I was thinking “huh, having a shooter with reversed mouse and keyboard controls would have been a funny idea, too.” And hey, there it is!
The execution also works pretty well! I guess the balance is supposed to be made so that mouse to shoot, keys to move is easier but weaker and vice verca? Otherwsie, Mouse’s weapon seemed a little underpowered?
Also, I wonder what the game would feel like if control schemes swapped automatically. Seems like something you might have tried during development and scrapped again, though?
Anyway, I wasn’t very good at the game, but this was a fun ride. Thanks for sharing!
Heh, the balance we were striving for was 'easy to maneuver' with mouse movement vs 'easy to aim' with key movement, but we definitely need to make mouse's weapons stronger -- on a post-deadline build, we've experimented with making key's projectiles bigger, and that's helped a lot with making the modes feel balanced
Swapping control schemes at a fixed time interval was an idea we considered, but we figured it wouldn't be necessary if the modes were balanced so that each mode was better in certain situations. Then again, auto-swapping would force the player to think about positioning a bit more carefully, so that's worth implementing and playtesting ^^
Thanks for the thoughtful feedback!
I like the artwork a lot. Also the concept is cool. Was nice to play. Those big buggers could an animation or sun effect when you kill them.I also didn't use the swapping to much. For me playing with key controlling the ufo and mouse controlling the fireing was sufficient, it lacked a motivation for me to change that (at the beginning I did so to test everything, of course). A solid highscore game.
Ooh I like that suggestion, it'd definitely make defeating the 'bosses' more satisfying!
Also that's really helpful feedback! I think with our current weapon balance, the control scheme you prefer has a higher skill ceiling/floor (and vice-versa for the other control scheme), so that's something for us to keep tweaking on our end (along with enemy spawn behavior). I think most of our testers preferred the other control scheme, so that just goes to show the value of getting a varied set of playtesters! Thanks :D
This was so fun! The art and sfxs are great.
Moving with mouse was a bit disorienting, but it didn´t make it less enjoyable, would love to see more of this! Good work!
Really great game! The art and music are great. The gameplay is awesome, but it would be cool if there was more of a reason to switch between modes. Overall really good job!
I love how controlling with different things has different ways it benefits and harms you. Great take on the theme, and nice work!
If you have time, I'd love it if you'd check out my submission!
Leave a comment
Log in with itch.io to leave a comment.