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Mugs Games

A member registered 2 years ago · View creator page →


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Hi everyone,

Just a quick note to let you know that my game Thrunt is now available for Mac (as well as Windows). It's got 25% off this week too. (now £1.50)


Thrunt is a challenging Thrust-like against the clock racing game that's likely to make you swear. I would post testimonials from players but they're largely unrepeatable in civilised discussion.

Go real fast and try not to crash. Easy.

Thanks for your time.


Hi Jason. I looked into this and 1440p is already supported, but only in fullscreen mode. Uncheck the "Windowed" box in the resolution chooser and the option should appear in the drop-down box. Works for me, but let me know if it's not there.

Yeah will look into that, something that just keeps slipping my mind really. There's a fairly significant update coming soon so I'll see what I can do. Thanks Jason.

Created a new topic Coming Soon
(Edited 1 time)

I've created this thread to head off people posting the same requests or complaints for things I'm already working on. I'll try to keep it up to date with an overview of what's coming in the next update.

1. Pause menu not accessible when dead or respawning. This will be fixed in the next update.

2. Disable mouse input completely as it sometimes interferes with the menus even when not being used. It's not a valid control method anyway.

3. Reduced particle count attached to gravity generators in "Grav 2.0" level. The current particle density is needlessly high and could cost performance on low-end graphics. I haven't hear any complaints, but I'll probably optimise ahead of time anyway.

He he, the plunger is a pretty tight fit. It's one of very few things in the game I can't now do every time, even after testing for hours.

I've actually been considering whether to introduce an "easy" mode. Like, the same levels but with some of the obstacles removed and some timings changed to make it a bit more accessible. If you've played Super Meat Boy you'll know about the "dark" levels. Same idea. I think some of my designs are maybe a bit too "dark" as standard, but I don't want to remove the challenge for better players.

BETTER than ramming poles through pigs? Who do you think you are, Jon Blow?

Hi Ken. First of all thanks for your detailed feedback. Glad these few things didn't prevent you from enjoying the game as it stands. "Frustrating but fun" is pretty much what I want on the box ;-)

To address your points then:

Bug 1: Performance in Factory4 level. This is top of my list of things to address in the first update. I knew that the performance in that level was worse than all the others due to the large number of small objects in the acid-drips section. I don't observe the problem to the extent you experienced, but I know there is an issue. Without those drips the performance is comparable to the other levels. I have some ideas on how to fix it without significantly changing the nature of the level design, but one way or another I will be posting an update soon.

Bug 2: Pause menu not available when dead. Again I'm aware of this problem. It's an easy thing to fix. It was actually somewhat by design, as I didn't want people to rage-quit as soon as they crashed. If they wanted to quit they would have to do so during active gameplay. That was probably a stupid choice on my part, and is definitely inconvenient for the player. Will be changed in the next update.

Bugs 3 and 4: Mouse related. Mouse input should be disabled completely. Simple oversight on my part and will fix in next update.

Suggestion 1: More thrust. Interesting that you said that, because it's something I couldn't decide about. Increasing the thrust sounds like a good idea, but I found it becomes hard to control in tight situations like the central slalom in Switcheroo or the falling stalactite gap in Spelunchre. That then makes you increase the overall scale of the levels to compensate, and that effectively negates the increase in thrust. That's not to say I shouldn't revisit the ship dynamics again before the next update. This could be a player option of course: a ship selection screen has been a possibility from the start. You could have a powerful ship that doesn't rotate as fast, or a low-drag ship with a weaker engine, etc.

Suggestion 2: Fully resetting levels. This has been a tricky design question all along. The way the levels are set up means I can mark objects that should be repositioned when the player respawns. This is used in e.g. Switcheroo where the switchable doors and plunger have to reset otherwise the level wouldn't be playable after the first attempt. However, it isn't currently used unless it has to be. This is probably the wrong choice for some objects. Any obstacle where you have to wait for the right timing to pass, or where your path significantly diverges depending on when you arrive, should probably also reset. I do think that things like bullet and water-drip timings still should not reset though, so that not every run is absolutely identical. Those bits of randomness are challenges the player should be able to respond to dynamically.

Incidentally, another planned feature is also dependent on a more deterministic approach to large obstacles, and that's "ghosts" of the player's best run. It wouldn't make much sense to have the ghost e.g. zipping right through obstacles that weren't in the same position during the run when the best time was set. That wouldn't be so bad if the ghost went through a water drip, but going through a whole turbine blade or crusher would just look bad.

Suggestion 3: I think the race style tracks have a place in the game, but maybe not at such length, and maybe only as "bonus" levels. The Melbourne track is probably about right at 40s or so, and the width of the track gives you more opportunity to get some flow while still risking a crash. The others are overlong. In fact the Sepang track is to scale, based on the real track and the size of the player ship. It's not a priority for now, but I'll probably try rescaling them all to be at the same scale as Melbourne in an update and see if that works better. I also considered adding speed-up pads (like Wipeout) to make things more interesting. If they never get to be very interesting then I'll drop them in favour of other designs.

Once again, thanks for playing and, most of all, your input. Cheers, Barry.

Thrunt! is an arcade physics-based against-the-clock racing game. Thrust your way through 12 increasingly silly levels of tricky tracks and traps. Or just crash into the wall over and over. Up to you.