Thank you! This was one of the first games made with Mini Micro, and it's always had a special place in my heart. I'm so glad you enjoyed it!
JoeStrout
Creator of
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I love the look and the sound. But I could not figure out how to play. Walking near the clothes did not pick them up. I discovered (by trial and error) that spacebar makes my character jump, but even with that I couldn't grab the clothes.
I also found that if I push up, my character starts walking in air, but then could not move left or right. I was able to get out of this state eventually by jumping. Perhaps this is a bug?
But the animation is good, the overall idea and feel are good — maybe just explain better how to play?
It's a cool-looking game! I don't understand it very well, though. It seems you can kill enemies by dashing, but there is a HUGE delay between when I press an arrow key, and when the dash actually happens. Even if I wait for the little meter on the right to fill up first. In fact it seems like when I press arrow, my guy just freezes and flashes until he gets hit twice by enemies (however long that takes), and THEN he dashes. Is that intended?
Cute game! I have a handful of suggestions for future games:
1. At the end of the game, put in a `wait` followed by `key.clear` before checking for the restart key. As it is, the game usually ends because I flubbed a jump, so the spacebar is already down, and it restarts so fast I can't even read the game-over message.
2. Also, consider using a different key to restart. Solve the problem belt-and-suspenders style!
3. Decrementing the score is demoralizing, and also doesn't leave you with much idea of how well you did. Better would be to increase the score every time you jump over something, and add a separate health meter which goes down when you hit something. Game over when you're out of health, but you can still measure your awesomeness via the score.
4. Stretching a bit here, but if you had a groovy background music track, and timed the obstacles to the beat, you could turn this into a nifty little rhythm game. :)
Overall though this was a nicely done game for a weekend. I can't wait to see what you create in the future!
I love it! The main character sprite is cute. The shine on the gems are quite nice, and the background is professional looking too. Finding just the right assets to bring your ideas to life is an important skill in game jams (or hobby game dev in general), and you nailed it.
The background music is nice too, pleasant but not too distracting.
And the game is easy to pick up and have fun with right away, which is perfect for a game jam. I love how you can jump up to get gems a little earlier; I think this is an important part of the skill.
Nicely done!
Nice game! I haven't solved it yet, but I'm going to keep trying.
One thing that would make it a lot nicer would be to word-wrap the text. You can do that by just changing `print text` in the printSlow method to:
```
for line in text.wrap
print line
end for
```
Also, I found the delays a bit too long in most cases; but sometimes, it prints something that happens and then clears the screen too quickly. Be sure to put in some sort of "press return to continue" after printing an event, so the player has time to read it before the screen clears!
This game is way too much fun! I can't stop playing. But I must, because I'm supposed to be working! This is one I will definitely come back to this evening, and happily give it a few hours of my life. It's fundamentally an idle clicker, but it's a darned interesting idle clicker, with a lot more depth (ha ha, see what I did there) than most. Great job!
Trying again, I was able to actually catch several fish. But I'm still not sure what to do. I can dismiss the fishing pole, and see the eels I caught in my aquarium. I can click on them to see their stats, but can't seem to do anything with them. After a while they disappear.
I can also click on the store, but since I have no gold (and no obvious way to get any), I can't afford anything there.
How is this game supposed to work?
Amazing! The car was hard to control but no more so than similar games I've played in arcades and on consoles. The graphical effects were beautiful, and the enemy AI was shockingly good!
I only wish there were a score... something other than "You got 0 wins" would be nice to see at the end of the game. :)
Wow, this is an amazing game! Feels really good! I played the web build, and didn't experience any noticeable lag. The background music did cut out, though.
Probably this is just because web browsers have pretty limited memory, your music files are like 22 MB each, and you're loading them all at once. Chip tunes can generally withstand much lower bit depth than most music, so you might try using a tool like Audacity to reduce those monsters down to a more reasonable size. This will also make them load much faster (especially in the web browser, since those files have to be transferred to the client before they can play).
You should point out in your controls that you can use WASD or arrow keys (or, I bet, a gamepad, since you basically get that for free in Mini Micro — though you'd have to explicitly check for a jump button). For me it was more comfortable to play with arrow keys + spacebar.
I really love the idea of playing the same game through several generations of hardware! I definitely want to try again once the jumping-off-ladders issue is fixed. Great work!
WASD is actually really hard for me to use (my keyboard uses the Dvorak layout). In the future, it'd be great if you could support arrow keys as well.
Other than that though, it looks cute and seems to play well. It'd be nice if play were divided into waves — cycles of tension and relief are more interesting/fun than continuous tension the whole time. (If it already is in waves, I wasn't able to survive long enough to see that; in this case, maybe make the first wave shorter!)
It's not clear to me how it fits the theme or prerequisite (apart from the title).
But all in all, it's a solid game — good animations, nice sound FX, good overall polish. Nice work!
This is a neat concept. I think it could benefit from more playtesting. I was unable to get past the 4th level. (And the first three, you can get by without doing anything but pressing the spacebar.)
Instead of explicitly checking for the W, A, and D keys, consider using `key.axis("Horizontal")` and `key.axis("Vertical")`. This will let your players use WASD, or the arrow keys, or even a gamepad.
The motion felt good once I discovered the controls. It's slippery, but I assume that's the intent. I think if you had maybe a half-dozen easier levels before level 4, so I could feel like I had some success and built some skill before hitting that one, this would be a fun game.
In any case, it's a really impressive effort for your first MiniScript game (and I know you had some toolchain troubles at first). So great job! I look forward to seeing what you create in future jams!
What a beautiful game! It's hard, but I can imagine not sucking at it with sufficient practice. But the animation is smooth, the sound FX are good, and I love all the little details (skid marks etc.).
A few concrete suggestions/questions:
1. An option to turn down the background music would be really nice.
2. The start level should be much easier. I almost gave up after dying over and over like ten times in the first 30 seconds.
3. Why is the car driving backwards?
This is really well done! I love the background music, and it's an interesting puzzle mechanic I've never seen before. It took me a minute to realize that it is a turn-based puzzle game; at first I was trying to rush through the level quickly. But the dots that show where you're going to go made it pretty clear.
I think you should add a level counter on the screen somewhere, so I can say things like "I'm stuck on level 3."
...By the way, is level 3 solvable? It seems impossible to me!
Yeah, the game looks well made, but way too hard. I tried a dozen times and was not able to catch a single fish (and I may have figured out how that's supposed to work only because it's like my least favorite part of Stardew Valley).
Have pity on your players and make the early fish about 10X easier to catch!
Hey, would you mind if I add this to the collection of Mini Micro games at https://miniscript.org/MiniMicro/#programs ?
Hey bluely and EepyKitty, I'd love to add add this game to https://miniscript.org/MiniMicro/#programs . Is that OK with you?
Fun game! I had a hard time with the wall-jumping for some reason, but with persistence I got it. (For some reason the second wall-jump always seems much harder to pull off than the first.)
I love the boss battle! I gave up on it after failing a dozen times, but I see how with practice I could eventually do it. It's kinda nice that when you die you just go back and try again; gives it a very forgiving, casual feel, while still being a challenge.
Beautiful work with the sprites, the sound FX, and the level design too. Amazingly polished for a weekend jam! My only suggestion might be to turn down the background music. It's pretty loud. :)
Keep up the great work!
Looks really cool! I'd like to help pin down the audio issue you're having, though. I'm not aware of any differences between desktop and web audio (except that it takes a lot longer to load on web, of course). Can you tell me more about this problem?
(Or feel free to reach out on Discord if you'd like to discuss it there!)