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A jam submission

The Nature of a MouseView game page

Hollow Knight inspired platformer
Submitted by DlugiParagon — 2 days, 23 hours before the deadline
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The Nature of a Mouse's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics & Animation#43.7143.714
Technical#62.2862.286
Music & Sound#62.7142.714
Fun & Design#82.2862.286
Overall#82.5712.571
X Factor#92.1432.143
Focus & Theme#112.2862.286

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you credit all assets in-game (including your own) as required by the rules?

Not in-game but on the game page

How did you implement the focus of the jam, speedrunnable?
Well, you can beat the game, and I made sure there are many paths to take and movment to master

Team Size

Solo (1)

Will you continue work on the game after the jam?

Undecided

How does your game apply the theme, Nature? (optional)
You are a mouse, you collect cheese because that's your nature

Which diversifiers did you use, if any? (optional)

Paper Garden Palette

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Comments

Submitted

I can tell this has a lot of work onto it, the art is good, especially when it's the only game in this jam that uses the 'Paper Garden Palette' diversifier, the animation and sounds are neat and it's a game that can be hard if you just go straight forward towards it, but easy when you learn how to counter the enemies, but still challenging.

Good job.

Submitted

Okay so the idea was good, but like the execution was, as kindly as I can say, sub-par. I mean you say it’s inspired by hollow knight but you kind of disregarded some of the purposeful design it had. For example, the combat doesn’t feel good with the sword hitbox being barely half the width of the player themself. Also the level design was kind of all over the place along with the placement of enemies, the enemies also having not that clear of signalling for attacks. All in all, the idea was good but the execution could’ve had more work put into it.

Developer(+1)

Thanks for the feedback! I presumed the sword length is a problem, but because of the diversifier limitation, after choosing the player sprite I couldn't really modify it to have a longer sword, (accualy i tweaked it as much as i could without it becoming weird). If I will ever continue to work on the game, I'll probably change the player sprite. As for telegraphing attacks, the slime does telegraph the jump and the flythings attack constantly so idk how to telegraph that. I agree that the level design could have been better, but probably 70% of the work was before even making the level, and at that point, I just wanted to have a beatable game.

Submitted

Ahhh, you using the diversifier makes sense, but you could’ve made your own swing animation you do know that right? The diversifier was you limiting to a certain palette and use at least an art asset pack from the challenge, it didn’t say you couldn’t make your own swing animation. I don’t judge you however since it’s easier to use an already made animation than make your own for a jam. The slime does telegraph but it’s a bit too subtle, also the eyeballs were ok I guess. Lastly, totally understandable you went for just finishing the game, jams are about the experience after all with the results just being a bonus.

Submitted

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.

Developer

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!

Submitted

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.

Submitted

not having invincibility frames after getting damaged is a pretty bad thing, the delay on each atack felt abismal when there was so many enemies coming at the same time, to be honest i didnt finish it, it went from challenging to frustrate after what it felt 20 minutes, love the graphics and style, but some parts of the gameplay not that much, but there is something here

Developer

Thanks for the feedback! Yea, it seems i have a habit of making my games to hard... btw there are i frames, but maybe I sould have made them longer.