Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I played the game. In general, it's not bad. But it has a critical drawback - a very incomprehensible level design. I walked for quite a long time, collected cheese, and overcame difficulties. But it only led me to unnecessary forks leading to an unescapable trap. The game was fun enough, and the graphics are cute. Another drawback is the annoying sounds, which could be made quieter or less squeaky, but I understand that the main character is a mouse. I don't understand the essence of the game, and I've been wandering through the caves for a long time. The level design is the weakest aspect of the game. It feels like the game is punishing me for exploring. This shouldn't be the case. There are many confusing platforms at the bottom. The respawn points are located in unpleasant areas. I didn't think the game was very well suited to the jam theme of speedrunning. It's good when there are different approaches to completing the game, but I didn't find any. I just wandered around. The theme of nature is clear - it's made with graphics, and there are no complaints about it. I didn't notice any increase in difficulty either. The game remained at a similar level, although there were almost impossible challenge zones, but they didn't contribute to the game's progress and led to a trap.

Thanks for the feedback. May I ask: Did you know that you can pogo of the enemies and spikes? It seems to me you didn't, as it makes a couple of zones you call impossible much easier. Overall i don't get your criticism about the level design but that's probably just beacause I didn't make that mechanic clear enough. And it's a nessecary one., that also allows for diffrent routes to try when speedruning. That's on me I didn't make it more clear. Thanks again for playing!

Oh, that explains a lot. During the walkthrough, I simply didn't realize that you can hit at different angles. Honestly, when you control the mouse, I don't want to speak for everyone, but I'll speak for myself - it's convenient to choose your attack direction based on where the cursor is pointing, rather than by pressing buttons on the keyboard. I realize that this doesn't apply to all players and that similar attack mechanics exist even in such famous games as cup head. But honestly, for me it was so inconvenient even there that I went through the game until the very end just ignoring the aiming angles with auto guided shooting. The simple point is that cup head provided me with an analog and this game didn't and so even when I realized that you could select an angle, it though got a lot better, it still wasn't convenient. Perhaps individual preference. But I'll definitely up the grade now that I know about the pointing angle.