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Musou Pals's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun & Game Design | #4 | 3.839 | 3.839 |
| Audio | #6 | 3.589 | 3.589 |
| Visual Style | #7 | 4.107 | 4.107 |
| Originality & Innovation | #14 | 3.518 | 3.518 |
| Theme | #46 | 3.161 | 3.161 |
Ranked from 56 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?
Two monkey pals co-operate to save the day - play alone or with a pal!
Did your team create the vast majority of the art during the 4 days?
Yes
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Comments
absolutely peak from the art to the loop, i really wanna know about spritework, the animations and the forced perspective of the 3D enviroment it feels really natural and i gotta learn how thats done amazing game love it
Thank you! The sprites were done by loppio but in terms of putting them in the 3D stage: it's nothing crazy, the sprites are just on quads that are tilted away from the screen a bit (see attatched image). Also repurposed some of my shaders to minimize clipping of the sprites through 3D objects but you'd be much better off just using camera stacking and/or messing with render queue order.
some of the best insight ever thank you kindly, been wating to step away from pixel art and retro look and branch out to my other styles, thanks a ton!
thank you for the interest! i want to take some time to write up a response so it'll have to wait til after voting grind, but if you have something specific you want to know about the spritework and animations i can focus on that?
yess thank youu :p i wanna know more about scaling and whatnot; specifically ive just never dabbled in the ability to use other drawing and how they would scale and if they would need to be a certain resolution or things like world, i love what you done with the cell shading and that would be a super benefit to learn (and in other realms like a pixel texture filter) just wanna learn more about this type of creation to escape the pixel work a bit
thanks
not sure i can give great advice on scaling here because i was kind of making it up as i went, i started off drawing the zombies at a 2048x2048 canvas and drew at that general scale for most assets, except when i realized that drawing things relative to the entire screen (helicopter frame, results box, the sniper in the corner) to that scale would be wayyyy to big for my comfort so i drew those on a 3840x2160 canvas. here's an image to show how ridiculous the scaling was in comparison.
this ended up being annoying when i wanted to see how things would look in comparison to each other so in future i think i'll stick to drawing from 3840x2160 or double that, which will get scaled down for most screens anyways. in general i think you wanna draw big, it'll give you more leeway to scale things around even if ideally you don't, but particularly with the tight turnaround of a game jam you'll have to accept that it might happen. in this case since the slasher and enemy sprites are put on a 3d plane to be skewed slightly to the camera you can't maintain the original image quality there anyways. and if you're importing into unity make sure you're exporting as squares with dimensions by multiples of 4, personally i want to get more hands on experience with the game engines so i better understand how to make easier to work with assets but if you aren't working with the programming yourself, i'd suggest asking the devs for their preferences!
there's actually very little shading on these assets, just around the heads of the enemies so they're more readable from the rest of their body and behind the ribbon on the results screen. i'm honestly not confident with shading and it also saved our programmer time not having to apply shadows on everything, but i'm glad the style seems to look great without. i tried to design with distinct shapes and in mind so they could be read without a lot of detail. you can see this with the sniper where i avoid detailing the limbs by posing them out from the body, and the bat where the square body leaning back and forth and shape of wings angled in and out have enough change between the poses to convey flying and attacking in just two frames. use references!! i didn't know how to draw most of this until i looked at references for what i wanted. and worth noting that our programmer actually moved the sprites in engine for the dying and swooping motions, otherwise the enemies are just two frames of animation. the thick borders were also their preference, and i think it helped the assets pop from the environment without shading.
another thing, and this is just my preference i'm no expert, but i notice sometimes when art is scaled down to playable sprites the lineart looks too thin when you see it ingame. if you have time outside of jams you could do some practice sprites in different brush sizes to see how they look on a game screen and go with what you think looks best. i'd also watch out for assets having visibly different line widths from each other ingame, i'd try to draw anything meant to be on the same plane with the same brushes or at least being able to check them side by side to the scale they'll be on screen. i personally don't think lineart on backgrounds should look thicker than on assets in front (things further away look smaller) but in the end it's your own style so just try and see what you like.
maybe the programmer can tell you more about pixel texture filter, if you're talking about assets looking kinda pixelated in our game. i don't know why they're like that, it probably has something to do with how it's rendered or set up in the engine.
sorry if some of these answers weren't as helpful as you wanted, i'm frankly not so experienced with all of it myself but i threw myself into the deep end with this project and you can see how it turned out (good i hope....) in general i think there's a lot you'll learn just by trying and seeing what you like, so just try things! and if it looks bad you'll be able to learn from and correct it moving forward.
you are a godsend thank you so much for taking the time out to explain and write all of this that is something not so often done.
I’m going to take what I learned and make some new stuff in my free time, thanks to you I have confidence and motivation and if I ever release anything with the things you taught and explained I will put you in the credits reguardless, thanks tons cannot thank you enough once again this is awesome information.
I found the game really cool and well-developed, it’s great to play and spend some time with.
wow that's great to hear.... i was worried about the game being cool but without enough to really spend some time with so i'm glad you think that.
Super fun! The combat is really satisfying
thank you! glad we managed to make something that feels good in the time we had.
Loved the simple but addicting gameplay! The visual style and music was also on point!! I couldnt stop playing...
oh shit your art looks hella sick wtf. glad you liked our game!! i'm personally quite flattered. couldn't stop playing...... that good?
Oh, this game is gonna be HARD hard 🥲
Took me a bit to even get to 1k 😭
But hey, look! I got a cute hat!! 🥰
Anyway, GREAT GAME!! 😤👍🏽
Absoluetly loooove the vibes!! 🤌🏽❤️🔥
thank you!! i love the cute hat :> do you recognize where it might be from..? 🤫
5 stars all the way, this was so fun! i absolutely adore this one! this could technically be like one of those couch co-op flash games, it could fun if you wired up something like twitch plays to it, so that chat snipes and the streamer runs around. Absolute peak, love it!
thank yewww!! all 5 stars is seriously wow. seriously??? yup you could play this one fireboy watergirl style, apparently people have already been having fun with their pals on this one and it's so cool to hear. twitch plays could be fun but, i imagine chat can't be too helpful with all that delay..... but if it's like, chat could register as multiple snipers that average out their clicks across the screen, i could imagine a rather chaotic streamer chat dynamic from that. or evennn, chat is collectively sniping the streamer 🤯 which isn't very pal of them but i could see that being quite fun.....
This game is actually peak. If this doesn't get top 5 I'm going to crash out
top 5 would be crazy.... i hadn't fathomed that that could be in reach for us (me) but a few people like you have been very enthusiastic about this game which makes me feel better about what we made, so thank you!!
I like the concept! Visuals match the chaotic nature of the gameplay (I especially like the black outlines on the level objects).
Fun to play, would work great as a roguelike where you unlock abilities for one of the two characters as you play.
the concept is thanks to our coder who also gave me some direction on the visuals like the bold borders. glad it felt fun to play. unlocking abilities for either character over a roguelike sounds fun, and could've made for some really pal-like mechanics.
Such a simple concept, but very clean and powerful! I love the art, the gameplay of juggling shooting and geting combos with slashes is great! I seriously can't get higher than 15x combo without losing a life! Amazing execution with this game!!!
thank you!! this was all our first time working together and lowkey it was kind of a gamble with me but i'm happy it all came together clean and powerful. yea trying to aim for high combos of zoms is fun, wonder if anyone's managed to get past 20x which is where i stopped making unique assets for it.
really sick artstyle!, the slashing combo is very satisfying, i wish the shooting also had some kind of combo or some sort
ah yes, i had considered sniper combos but i'm just the artist and our one programmer was already bottlenecked to the bones, but i also think that'd be cool.
Can't really say much, I really enjoyed that :D!
thank you :)
This is straight up awesome. It's beyond just the level of a good game jam game, this is outright a good game, that I can see myself having played on a regular basis some years ago. Really, really cool. Feels fun to play, the idea of controlling both the sniper and the swordsman at the same time is awesome.
Great stuff all around, a candidate for the win for sure
wow this is such high praise, thank you.... a candidate for the win 😳 😳 that would be crazy to me....
This was an amazing game! The gameplay was smooth, I loved the art and really enjoyed the music. It was also a nice challenge to control the two characters at the same time.
thank you!! for pointing out the music as well, we think it really brings it all together (even though the final version of the main track was accidentally left out of the submitted build 😱) glad you found the gameplay was smooth and a nice challenge.
Super cool game, love how you can play both at the same time or as local multiplayer and both feel equally as good. Really liked the newspaper opening, it was just really satisfying for some reason.
it's cool hearing people have actually tried this game with a pal, it's not something we could easily test with the time constraints but glad it feels good to play. movement and transitions were thanks to our coder and it was really cool seeing the assets come to life like that, thanks for pointing out the newspaper in particular.
Shin Cdawg Musou! Pretty cool game. It has the foundation for a good commercially viable game.
pretty cool that you see commercial potential here, we certainly had more ideas to flesh out the gameplay that would be cool to see.
I love it!! I had so much fun! It was super smooth, played super well and everything looks SO GOOD. It has such good potential to be a bigger game, I would love to see how you would expand on it with powerups, abilities, and interactions/contexts that need the two players to communicate (puzzles where the sniper has to shoot as the other dashes for example). My pal had to leave but we will try to get all the stars for sure!
thanks for such an enthusiastic comment!! really great that you had so much fun with it :> we had lots of ideas to expand on it but i'm glad what we managed to put together could still be super fun, and you got to play with a pal! good luck on getting all stars, hope you enjoy the prizes :)
Fun game! I really liked it but i wish there was a bit more too it! like a powerup from getting kills or something! Super fun for what it was thought! (loved the visuals because they where great)
we definitely had ideas for more but ran into bottleneck with too little time to implement them 💔 but i'm glad it still looks and feels fun.
Very unique artstyle! Loved it, it looks amazing! Loved all of the visual feedback going on, it feels very juicy and punchy!
eyy art style and visual feedback is high praise from you guys i appreciate it (enemy dying movement was thanks to our coder) (we wanted to juice it up even more but glad it still feels punchy as is)
Slick art style. I quite liked the idea of controlling melee and ranged at the same time, was well executed, felt very flashy!
thank you! i recognize that iconic little mouse sprite in your game thumbnail from last year and am interested in seeing what you made this time :) glad you liked the art style and execution.