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A jam submission

Mousey TalesView game page

A simple 'Mouse'troidvania
Submitted by ShadowHawkDragon — 1 day, 4 hours before the deadline
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Mousey Tales's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#14.5004.500
Audio#14.7504.750
Metroidvania#14.7504.750
Visuals#15.0005.000
Execution#14.7504.750
Overall#14.7504.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team/Developer
ShadowHawkDragon

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Comments

Submitted

Damn, clean sweep!  Nice going.

Developer(+1)

Thanks, you didn't do bad yourself

Submitted (1 edit) (+1)

Hey!

 It's been quite fun. I wanted to play this game since MVM 22 but didn't have the time. Nothing bad to say at the moment, the game is quite charming and feels very well polished, also very cute. As mentioned below; I'd like the cooldown to be shorter for more agility, although it's not bothersome.

I played for a good while until I ran into a bug when falling on a spike. Something to do with obj_transition.first.

Other than that, just wanted to say I loved it. Well done!

Developer (1 edit)

thanks for playing my game, I'm glad you enjoyed it.

I'll look into the grapple cooldown, I don't want to make it too short but it could prolly be reduced slightly, maybe something proximity based so the closer to the wall you were the quicker it recharges. I'll give it some thought.

And do you know which spike it was, or which room it happened so I can better locate the bug? Sounds like a room transition is messed up somewhere.

Edit: Was it one of the rooms with the all spider webs about, because I think I've found the cause.

Submitted(+1)

Very polished game! I enjoy playing it.

The movement is very good the griping hook mechanic and level design are very well designed

The combat is fun I like the decision to not put contact damage on most of the enemy love it.

I found the bug when dash but did not press any direction or up direction the character sprite will disappear, but did not affect the gameplay, the sprite comeback when started walking.

Anyway Great work!

Developer(+1)

Thanks for playing my game and I'm glad you enjoyed it.

Contact damage is one of my personal pet peeves and so I tried to build a game around it, it does make things a lot harder to balance so I understand why many games just stick to it.

As for the bug, that's weird, I'll have to look into that one.

Submitted (1 edit) (+1)

Very cute game!
It was the first one I was drawn to once the Rating Period started, and I enjoyed it a lot.

General Feedback:
The central mechanic of using the grapple and dash to get around was very fun.  The cooldown broke my flow a bit, but I assume that's something that can be upgraded eventually.

I thought it was cool that the game showed off quite a few unreachable routes before ypou actually got the twine, though after I got it I accidentally skipped the climbing section to the left after swapping to controller.  I might have also messed up the lever at the top, since I hit it later on, and closed off a path instead of opening it.

(I started out using Keyboard.  For some reason it wouldn't register my Gamepad unless I connected it after opening the game.  Might be because I'm using DS4 and a PS4 Controller by IDK.)

It took me a while to figure out how to pull off the Dash Attack.  i know there's a temtation to stick to brevity, but the instruction/construction of teaching it could use a tweak.

Combat wise it was mostly fun.  I found the parry too tricky to rely on, maybe because the telegraphs were a bit subtle or quick.  I usually just relied on jumping and moving to avoid stuff.  And I found the way it locks your direction if you're spamming attack to be kind of a hindrance in the heat of the moment.  At least I didn't find a helpful situation for it.  Maybe it just needs a tweak, like narrowing the release of the direction lock, or just having strafe be a button you have to hold.

Bugs:
For some reason the game crashes when entering the giant Golem Boss arena after they've been defeated.  It's searching for some variables that aren't there or soemthing, and I got soft locked after the big cloud Boss after I went offscreen and got stuck between two gates.

QoL Changes:
Like I said, I had some trouble connecting the controller, and the game was a LOT more fun with a controller.
Could you make it so O (Dash) can back out of the map.
When equipping a pin using a controller, I think it's doing a check rather than a check_pressed, so it keeps rapidly selecting and deselecting the pin.

I'll link you my records when they're up.

Developer(+1)

Thanks for playing my game and for leaving such detailed feedback, overall I'm glad you enjoyed it despite the bugs.

To start with, the climbing section to the left of the grapple is purely optional and designed to be harder than the main route.

As for the switch, which one was it? If its the one at the very top shortly before the 'cloud boss' that doesn't close anything but rather brings the ceiling down so you can get back up the way you came as you re-join the main route. Again that's part of an optional route you can't normally reach from the main path.


As for the bugs I have released a new version that fixes the following things you mentioned:

-fixed gamepad detection? (sorry cant test this on my end but I think it should work better?)

-fixed crashes after re-entering the room with the 'golem'

-fixed 'cloud boss' softlock. You will need to kill it again but after that it will stay dead and the doors should remain open. Basically it was incorrectly saving its death due to the clones it makes.

-map can now be closed with the dash button/key.

-fixed menus incorrectly using 'gamepad_check' instead of 'gamepad_check_pressed'.

-Upon turning around, the attack animation now stops and all associated direction locks are removed.


Saves should be compatible with the new version, no copying of save files required.

As for the tutorial regarding dash attack, I will take the time to rethink how to better relay this information

Submitted (4 edits)

Damn that was fast.
Here's the gameplay I recorded - SMVM22 Mouse Tale by ShadowHawkDragon Pt1
The switch is the one at the end of part two.  Theres a sped up sequence where I find it the first time towards the end of the video.
I'll let you know about the Gamepad detection.

PS: The audio's out of sync in the footage.  I tried sliding it along, but it world eventually desync again, so I just left it.  Hopefully it's not too distracting.

Developer (1 edit)

Thanks for the footage, I'll watch it when I get chance.

Oh that's a weird one, something funky is going on with that switch, I'll check it out.


Edit: yeah that was a simple fix, just forgot a checkbox that makes it start closed.

Will get a new version out (again) asap

Submitted

Still having the Gamepad issue.  It's not a big issue though, and like I say, it could be me using DS4 as an intermediary.  I did find a new bug while I was hopping around for a minute though.  I don't think it was there before, but I can't say for certain.  It happens when entering the room just above the merchant.



Developer(+1)

Yeah, not sure what I'd do for the controller side of things. The code itself is supposed to detect already connected controllers, but I'm not all that experienced on this side of things. Plus I don't have a controller of my own to do any thorough testing.

However, at least it is working if you re-connect it mid game. It's something I'll try to look up a solution for in the future, but for the time being this small inconvenience will have to do.


As for the bug, yeah that's just an incorrectly set up transition. I really need to remember to test both ways when adding rooms, anyways the bug is fixed.

And thanks for the extra testing.

Submitted(+1)

Hello,

It's really been great! I see the great work behind this game, congratulations! I rated it 5/5 in all aspects.

Things that I have liked: the art overall, the music, the parry mechanic well implemented, the bosses, the signs to indicate a nearby savepoint. I have also liked the medals and their effects, and the shops! Though I think the items in the shops are a bit too expensive but I understand that design choice.

In terms of level design, I have liked everything I have seen: the great tutorials in-game, that boss battle whose floor breaks and the fight takes place in a below already known room, the glue parts preventing the use of grapple, the shortcuts, the way you tease some unreachable collectibles, the grapple cool down to avoid breaking the game mechanics with what otherwise would be a sort of infinite wall jump. Honeslty, it is just well thought and well designed.

Did you use Godot MetSys as engine?

I would love to see more from you in the future.

Cheers

PS: please play and rate our game!

Developer

Hi, thanks for playing my game. I'm glad you had fun playing it.

Yes, the prices in the shop are high on purpose, they are mostly place holder and can easily be changed in the future. It's mostly in case I make certain items unavaible until later on in the game.

As for the engine, its made in GameMaker.