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Dear Mumei's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Ambience | #4 | 4.185 | 4.185 |
| References / Humor | #11 | 3.926 | 3.926 |
| Overall | #13 | 3.600 | 3.600 |
| Theme | #16 | 3.778 | 3.778 |
| Gameplay | #24 | 3.296 | 3.296 |
| Innovation | #34 | 2.815 | 2.815 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Fantastic music and a solid platformer. The dialogue was well done too! While it was brief, it was certainly impactful.
Really cute game, and a very sweet send off to our Moom. Mumei felt a bit slippery to control, particularly on the sloped roofs. The way the BGM layers stacked on top of each other on the way out was great, and added a lot of emotional weight on the return trip. Nice job!
It must have taken a long time to quality check the maps for progression while also adding fun references. The payoff for progressing the game felt good. Great job!
Ah gosh, I guess the event still fresh in my mind. A simple but wonderful short game experience! The controls feels great and responsive, the music choice and how it changes at each phase of the game is a great touch! As for the story, honestly it made me wept a little, good mix with the humor and the heart warming ones. Overall a short but great experience, amazing job!
What a cute game! I really enjoyed the music and also the gameplay. I also loved you nailed Mumei's voice in those letters. It sounded so natural. Great work!
This is nice. The movement feels nice and smooth. I really like Mumei's sprite. The soundtrack is really good.
Beautiful game!
The platforming was just right, with some especially tricky jumps in the slanted roof section, since they require Mumei to be standing exactly at the top, where she won't slide down. Took me a few tries to get those jumps right and make the way back home.
Mumei's sprite is super cute and the intro/ending sequences were a really nice touch. However, the star of the game is the BGM. The way the music changes as you progress in the game is a great addition to the storytelling and ambience! Great work!
Some improvement suggestions:
- Making the "safe" area on top of the slanted roofs a bit larger and blocking off wrong paths on the way back home would help a lot to reduce player frustration. XD
What the hell. This is so peak
The BGM integration is so powerful and so moving. This such a nice little game, I love it!
What da frig. I'm so glad you liked our game that much!
Our Sounds guy really did knock it out of the park with the instrumental tracks, and our programmers implemented it pretty well. Thank you for playing! 🪶
Wow, what a wonderful game! Definitely reminded me of Nameless.
The art was very cute, especially the ending screen.
The team wrote Mumei's dialogue perfectly, all of her commentary on the letters felt very on brand, and did a fantastic job using them to tie into the theme - I was concerned about how it was incorporated until the second half of the game.
Speaking of, I love how the music starts building up as you begin to ascend back home, and I like the little touch with Mumei's dialogue on pausing and unpausing the game.
If I had to log a complaint, the physics were kinda janky sometimes on the inclined platforms - the main issue was that jumping while sliding off of them ate the double jump, instead of the regular jump, so needing to time precise jumps didn't feel all to great sometimes.
Thanks about it, though. Great work, and fun!
The game is lovely! The music is effective in terms of strengthening the narrative of the environment and the progress of the story. One tiny nitpick would be that the layers of instruments may come in a bit too abruptly which can be rather jarring especially during the transition between each environments. Add a 1-2 sec fade ins will definitely help remedy this. But aside from that this is a very lovely game! Well done!
Honestly, this reminded me a lot of I wanna be the guy (nowhere near as difficult obviously), but it was a nice little platformer. I had no issues getting to the last letter, but I got a bit lost getting back home. Mumei's speaking sfx was honestly kinda terrifying. Also, transition screens between song versions were kinda like jumpscares. Good work guys!
Honestly, this reminded me a lot of I wanna be the guy (nowhere near as difficult obviously), but it was a nice little platformer. I had no issues getting to the last letter, but I got a bit lost getting back home. Mumei's speaking sfx was honestly kinda terrifying. Also, transition screens between song versions were kinda like jumpscares. Good work guys!
I noticed the thumbnail was updated and I decided to give the game another shot!
You guys really added a lot of meaningful updates this time around! I found the navigation a lot more clear, and I could get my way back to the start more easily. It was also interesting seeing the new level elements such as the dark cave, which helps make the journey feel longer and more eventful.
I think the coolest thing about the game though is the BGM integration, with the new layers that get added with each new screen. This was in the old version, but I think you've added a lot more this time around. The different layers blend together well, and when mixed with the location and time of day changes makes for an atmospheric journey coming back. It comes together quite nicely! I think I'll take some inspiration from how this game handles things in my own future projects. It makes me wonder what a larger project with this kind of bgm integration would look like.
The only thing from my last comment that I think stays is that I still think doing double jumps from a slope is a bit awkward, but there are fewer jumps needed off of slopes now then there was before.
Thank you for giving our game another try after the grace period update! The thing with double jumps off slopes seems to be a result of how the physics/friction is set up (not entirely sure; I'm just the artist lol), but I'm still really happy with what our programmers did in the time we had :D
Also, I'm glad the tilesheet revamp made it in the end. I think part of what made navigating back tricky was defining the platforms themselves as well as making them stand out against the background. The latter was especially true of the Ruins area. Based on the tilesheet I received, it seems our designer really intended for the ruins to use its own tiles instead of the hybrid forest and cave tiles in the first version. But they were able to finally implement it in the version you see now and I'm glad that navigating through the rooms is clearer now. To be honest, I mostly kept our designer's original tilesheet intact and I only enhanced the edges to make them clearer. They deserve most the credit for the actual implementation.
Thank you again for playing our game, and glad you had fun! :D
The bgm variations really made me tear up in parts T.T Going all the way back home with the double jump was also a nice touch. I got a bit confused at the part where the stalactite makes a hole in the ground and ended up making some loops back and forth, but trying not to get lost in the maze is part of the game after all, isn't it. Beautiful game, we'll miss the little brown owl.
What a sweet game! I thought the gameplay was solid and the jump puzzles were just right. Great atmosphere too with the nice music and art. Congrats on a great launch :)
Fun game! Really enjoyed playing a Mumei game. And the sound was phenomenal.
On the way back up, is it intended for the darkness to become permanent if you fall back down to the "ancient" area? I think I have to reset because I don't know where I'm jumping to now if areas where I think this was not intended. Playing it a second time I managed to get out. There was a small glitch at the very highest point where I jumped up and kept floating inside a bit of terrain above me until I clicked jump again.
Glad you had fun!
Also, sorry, the darkness wasn't meant to be permanent. The bug was only just found after the grace period. I think it happens when you revisit the room where the trigger for the darkness is. And resetting seems the only way to get rid of it right now. We're just hoping no one else strays and ends up backtracking that far back on the way home. ;>m>
But thanks for enjoying our game anyway!
🪶
Thanks for making this game, giving us something to remember Mumei by.
Starting the game from right to left isn't the usual way, but i can understand the choise when the gameplay is collectign letters to unlock pathes you passed on that were close. The Art is very cute and the story and letters are lovely. Can be little bit challanging, tought i was playing Jump King mixed with Fireboy and Watergirl. Good work!
A simple, yet charming game. A nice game to relax with, especially after the stress of a game jam
If i were to nit pic however, i would say that in some places , its hard to tell where the platforms are, and on slopes sometimes the game doesn't detect that mumei is on ground, and will only give her one of her two jumps
And also, the ending seems unfinished, but it is the nature of game jams to have loose ends innit?
However, other then those issues, it was an enjoyable time, and i can see the care and charm that went into this game. The Dialogue, the sprites, and epically the evolving music. All comes together to really bring the atmosphere of this game together. A good time and a nice opener to start playing all these jam entries.
Came over when i heard this game had more game in it! Played the updateed version, and i must say it really does add to the experience. The visuals are definitly improved and updated, and the second time around i could definitly see where i had to go and what i had to do with the updated textures, and the ending images were beautiful. A lovely game, still a lovely experience!
Mumei always has the coolest games. I really liked how the backgrounds and music changes. It gives off the sense of a journey happening. I also liked the events (trees falling/breaking) as it kept me wondering what would happen next and looking forward to exploring.
Since the game is in progress, I'll try to do some bug reports/feedback to hopefully help a little bit.
Main design feedback is that After getting the double jump, I immediately started walking left until I reached the place where I initially dropped down into the underground city. There was a platform that looked JUST out of reach from the double jump and I tried a lot to get there.
It wasn't until I went back and jumped around at random that I discovered that you were supposed to jump up from the roof of the structure to find more platforms. Something like an arrow prop or a strategically placed wall/platform can help people find the intended path a little easier.
Double jumping also appears to be somewhat consistent on sloped platforms which made some of the underground city sections a bit difficult.
There are also some issues you maybe already know about:
- In the room where you get a double jump, the yellow trigger hitbox is visible
- In the room where you get the double jump, if you jump before picking up the letter you can fly into the air.
- There are some scenes which have the temporary Mumei dialog sprite still (the scene where the stalactite falls and makes a hole).
I like the story that you have! It really makes me wonder when the game takes place and how long it has been since Mumei was in Hololive.