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Mousehole Games

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A member registered Sep 18, 2025 · View creator page →

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I really love the overall aesthetic of the game. The UI, background, and actual level elements are wonderfully designed. The movement and progression reminded me of Hollow Knight, which I mean as a massive compliment. I ended up only finding 17 trophies, and I'm honestly not sure where I missed the last three.

My main complaint is the hitbox of the spikes on the floating walls at the beginning of Clockwork Ascent. The hitbox is large enough that it hits the player when standing on top of the wall, which makes that section much harder than it appears. I ended up just tanking two damage running through the large spikes to the left to make it past that initial area consistently.

Also, I think it would have been nice to have a shorter steam timer with rooms to recharge. (It looked like there were some rooms for that purpose, but my timer continued to tick down in them.) As is, the timer didn't really exert much pressure to me, especially compared to health. Sound effects and music would have also been quite nice, and had a lot of potential with all the clockwork in the enviornment.

Overall, very nice game! I enjoyed exploring quite a bit.

I like the overall aesthetic design. The enemies and player were very unique, and the map and especially the lighting were very cool. The lighting made for fun surprise moments of hordes of enemies coming out of a darkened room. The zero-cooldown on attacks added a fun action button mash to combat.

My only real complaint is the lack of sound. Some background music and some noises for attacking, enemies aggroing, and so on would have been very nice.

Overall, fun game!

(Also, thanks to enemies walking through a wall in level 2, I found what I will assume is an easter egg of a very big observer. Whether it was intended or not, it was very fun to find.)

First off, I like the isometric camera and the visuals for the enemies, player, and items. The system of hiding walls based on the camera position is very nice, although slightly glitchy in some areas. The game gives a nice and classic fantasy dungeon crawler vibe.

However, I ran into a lot of issues playtesting. I found the game difficult to control, especially when attacking. It's hard to tell when an attack is even connecting, and the movement lock when attacking was quite long. From what I can tell, the player has a mana bar that is unused? A lot of chests also opened into walls, making it difficult or impossible to access them. I also seemed to end up with way more keys than I had actually found. 

Far worse, the enemy spawns seemed fully broken. There were a lot of enemy models in rooms and hallways that seemed inactive; they were invincible and not dealing damage to player or moving, but they could be pushed around. I assume they're inert enemies in an object pool that aren't being hidden. Also, sometimes the game would spawn a group of 4 on top of the player, and the stuns from getting hit made getting stunlocked and dying with no escape very easy. Other times no enemies spawned at all, making weapons useless.

I see and like the game concept, but with all the issues I encountered, I'm not sure the game is fully playable in this state.

The game concept is very fun. I found it enjoyable to find and meet all the other students, and the dialogue system worked very well. However, I really would have liked to see more complicated exploration; I expected to be able to climb up on and explore the supersized bookshelf or desks. More sound effects also would have been nice. The background music fit well, but it fully stopped playing after a minute or two and the game fell almost completely silent.

Overall, I think it's a fun concept game that I would be interested to see further developed.

(Also, remember to set the Itch page to "click to open in fullscreen". I had to struggle a bit to move the camera more than 180 degree view, and without an awkward fix it would've been unplayable.)

Very fun game with a wonderful aesthetic. It reminds me of many beloved roguelite games. The cats are adorable and the sound effects were excellent, although the multishot attack seems to be missing a sound. Some background music would have been a nice addition. I tried all of the weapons and the shotgun/sniper felt nicely varied, although the multishot felt like a weaker shotgun to me. 

Importantly, I would highly suggest either reworking the player's movement (it seems like you're setting the transform position?) and/or limiting how many speed upgrades the player can buy. After buying about 12 movement upgrades, the player can move through locked doors, and 22 upgrades lets the player move through walls freely (to say nothing of how difficult the game is to control). I ended up skipping the last third of level 2 because I found the apple while speeding around outside the map.

Overall, I very much enjoyed this game, and it gave me the same fun as other games that I love.

Very nice design with a wide variety of (somewhat straightforward) challenges. The music was fantastic, especially on the puzzle level. I'd listen to a lot of it even without the game. Some other sound effects would have been nice, though. The controls felt good, although the jump cooldown felt a bit too long during the parkour level. 

Overall, I enjoyed the game!
(Also, if the player is a skeleton as well, why not use the same model for the player?)

Very cute aesthetic design. I really enjoyed the various shell types. The glider was my absolute favorite once I figured out how to use it (an in-game message about having the ability would've been nice). I absolutely adore the gliding sequence at the end; I got very excited realizing that the mass of salt spikes was the way forward. The reset button is a very nice utility and safety net.

My main complaint is that the controls are quite slippery and hard to get used to. I also think some sound effects would've added a lot to the asthetics. 

Overall though, I like the design, and most importantly, I had fun!