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Two things about this game really impressed me. One is that in the first section, you had dynamic light and shadow despite being in a 2D environment. The other was the section after that where the mouse first goes outside and background objects pop up and back down again, like you were in a pop-up book. It was a great way to get the player invested in the environment.

I wasn't really sold on the dash mechanic. In the first area, I'm guessing the intent was to use the dash mechanic to get across the spike pit. However, I couldn't have known that since there wasn't anything indicating that the player had to hold down Shift to cross a large gap. Especially since there's another spike pit immediately after when the player drops down to the lower level. Another thing is that if you choose to give away your shoes and scarf, that doesn't reflect on the mouse character since he's still wearing those things after the fact. It could be a scope thing, but I still found that slightly odd.

I found a bug where if you click somewhere else on the screen when you first talk to the Kiwi, the arrow goes away, and you can't select either dialogue option.

I look forward to seeing the future build and finding out how the story ends.

We really wanted to make a stretch goal to add UI indicators to accompany some of the abilities, but due to time we weren't able to get that done before the end of the jam. Same with the different mouse anims, which would have needed to be redrawn for all actions. We definitely could have made our lives easier by starting with a blank mouse anim and then adding individual accessories based on how many he had, but I fear we didn't catch that soon enough. 

Thanks for the really good feedback, and for catching that bug as well! I noticed that bug appears sometimes through playthroughs (I'm still not sure what causes it to glitch), but we'll add that to the known issues section of the page.