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muupi

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A member registered Oct 14, 2021 · View creator page →

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Haha will do! I have a version that is a bit more expanded and difficult I plan on uploading when the jam is over! I just wanted to make sure everyone could make it to the end :) The new version has more card types, higher score requirements and more varied enemies (some more aggressive than others) as well as 4 starting mana rather than 5 so that it's less possible to play all cards in a row :)

Hey! In the limitation description you say how the player follows the mouse, but at least for me that doesn't seem to be happening? My wizard kinda just stands in place and I can use the spells but that's it. What happens is I just cycle through the 4 possible spells and die haha. Is there a goal? Or is it just to see how long you can survive?

Also I noticed that there are volume settings but there's no sound happening for me either!

I think it would help to have a clear goal (reach the end of the level, defeat all the enemies, survive the night) and also perhaps some indication of the spell cooldowns, like a colour overlay on the icons that increases until it's full again, so we can time the usage better!

Good job getting the game done though! :)

I took your advice and made it so the background gets brighter/darker based on the score!

yeah that makes sense actually! :)

I gave this a 5/5! Such a simple seeming game, but super enjoyable. I loved all the different light mechanics you used and the final level was sooo satisfying to complete! Out of curiousity - why vampire pidgeons (or seagulls?) are they notorious for bothering axolotls a lot?? :D Great job!

Cute and simple! Some kind of visual cue that night is approaching would have been nice (maybe the sky going pink like a sunset vibe, and the timing between sunset and night could be random each time, so there's still the element of trying to push your luck) so it's less random luck and more based on fast reaction time? I love the pixel art :)

Hey! I can't play your game because the resolution seems bigger than my window! This is what it looks like for me, the Play and Quit buttons go off screen and I have to horizontally scroll to view it. Is it possible to edit this? (it might just be editing what sizing you put when creating the game page).

Cool and atmospheric! I speed ran through it cause I was scared of getting caught by the monster, so I didn't test to see if the notes acted as checkpoints or not? Also I thought the light would protect me from the monster but it got me several times whilst standing in a spotlight (not the flickering ones) is that supposed to happen? Maybe the lights just slow it down, not stop it completely? Your game did it's job of spooking me! I liked reading the lore through the notes as well :)

yeah it feels very short! I originally wanted to make 10 wizards and lots more card variations, but I just didn't have the time :/ I'm glad you liked it regardless!

Thanks for your feedback! That was definitely something I wanted to do (I had planned for the enemy sprite to change progressively depending on the score) but I just didn't have enough time. And I'm honored you think it has potential! If I work on it more I'll add your idea of changing the backgrounds too :)

wow thank you!!

This is such a super cute idea. I love playing games where you're the unexpected hero! Great use of the limitation :D

Thank you! And I was 100% inspired by the dance battles from ooblets :D I love that game. I just played your game too, really like it! It's like two games in one with the rhythm aspect :D

Really cool concept! The art is really nice and consistent and I love the deckbuilding aspect, makes it a different experience to play again. I suck at timing on these kind of games and sometimes it seemed like the dark energies were coming slowly enough and other times it was an onslaught! Is that based on something (like amount of rounds played) or is it random? Great job btw!

I keep forgetting to look at my score before the timer runs out so I never know how well I did xD Let's just say I got 1000 points, yeah? Solid first game, congrats on keeping in scope! Being a 90s kid I feel like it was a missed opportunity to not use the classic Windows error and shutdown sounds haha.

For improvement: I guess if there could be more overlap (instead of windows spawning one on top of the other perfectly) it would help make it feel more "chaotic", plus when two windows of the same size spawn in the same position it feels like it's a bug when you click and the window is still there and doesn't really help for feedback I think.

Good job and congrats on doing your first jam!

Oh hey! We both did typing games! :D
I really like the mechanic of yours - switching between the different characters really upped the difficulty! But in a good challenge kind of way.

So a couple times I would be typing a word as Adam, but because the word contained the letters e v e in it, it switched to Eve and I wouldn't realize what was happening and have to scramble back to not lose a life. It felt a bit frustrating when that would happen. Maybe if the switch between characters is telegraphed more (a sound effect on switch, or something big visually?) but other than that I don't have anything to add, it's a really neat take on the limitation! Great job!

Thanks for the comment and for checking it out! :)

Thank you!

thank you so much :)

Thanks! I agree, a little bonus would go a long way. I have an invisible threshold that if any word crosses into, the long word won't show up (just so you don't get it when you have other words super close to the bottom) but it's not a feature that the player would notice. So having something noticeable like boosting all the words up on completing the bigger one or something would feel a lot cooler.

Thanks for the suggestion, I'll see about adding it :) And thanks for playing!

Oh dang I just realized it has a persisted high score too! :)

This is a super fun two player game! I love the workaround you came up with to have 2 players without needing to worry about multithreading!

I'll confess my dumbass forgot this was a 2 player at first and was confused at how "easy" it was - I was waiting for the "computer" to start playing and it wasn't until the screen saying "Player 2 wins" came up that I realized. This isn't a huge deal, but maybe have a P1, P2 text overlay in the uppermost corners above each team would help make this more readable.

The background music you chose was a good choice, pretty intense! The little squid game dudes at the end doing the yipee noises are adorable (I see there's no "losing" screen hehe... that wouldn't be as cute) 

One thing I really like is how this isn't just about mashing the buttons faster than your opponent, because if you hit the wrong button you slip towards the void. Very clever!

Also the starting screen and restart screens are a nice little detail.


I'm excited to see this played with two people tomorrow! Awesome job guys. From rock paper scissors to this in just a few weeks, pretty impressive :)

Awesome game!

Really good concept and feels pretty complete - good audio, background music is cool. The decreasing healthbar is really cool, especially with the colour changes as the health hits certain limits. The starting screen and game over screen are a nice touch too!

I like the sprites you chose and the player animation looks pretty good :)

I'm curious how the score is calculated, on one playthrough I got a score of 220 with 102 enemy kills.

I love that the enemies appear to track you when you enter a certain radius - from afar their movement seems pseudorandom, but when I got close enough to them they appear to hone in on my position. If that is the case and isn't just my imagination, then great job on that! Such a neat detail that I'm sure was a challenge to implement!

Some feedback: similar advice I gave to another group - since we can't shoot + move at the same time (at least not at a quick pace) tweaking the player movement speed to be a tiny bit faster would help. The "room" is quite large for the size of our sprite and it takes a bit to get across when I have that last zombie to kill!

I'm also curious if the reloads affect your score (the lesser amount of reloads you perform in a round, the better). If it doesn't currently that might be a neat feature to think about in the future!


Big congrats to you guys for creating this fun game!


This is a game with a TON of personality! I love all the little details you guys added and how custom made it feels :)

Good job on creating different enemies with differing speeds and attacks (why is Mariana so hard to defeat??? xD) I had a real good chuckle at Rui's sound effects. Being able to shoot oncoming bullets is fun. Showing the decreasing health is a nice touch, as well as there being a restart button!

One thing of note: since the enemies can move whilst shooting, it would feel better if the player could do the same! I understand this was probably due to keyboard input issues, so one workaround that could help is increasing the player speed so we can move to our target quicker!

Seriously though, great job guys, this is a real fun tribute to PROXYmorons! :) You did it! You made A GAME! ahhhh!!

It's working great now! My daughter finds this game very amusing (I wonder why)

Stuff I took notice of: the parallax background and all the character animations are very impressive! The player movement loop is pretty smooth and the simplistic poop animation works well in contrast. Also the fact that he has a sprite for both the jump up and fall down is nice and the death animation is great also (both the player and poops!)

The tranquil sounds of the forest with the occasional surprise fart is great :D The fact that his jumps goes through a seemingly random set of sounds is a nice touch. 


I was going to give some feedback that the gameplay itself is pretty hard, but after giving it a couple of goes I've since figured the timing. Still, I think if the poops moved a tiny bit faster (so they would clear your jumps quicker) and being a bit more spaced out would help playability. 

The image pops in a bit at the beginning of each round - perhaps using a stationary image (of each layer together) that gets loaded first, then loading the parallax layers over it and then deleting the stationary image when the user hits space to start would help hide this? 

These are just suggestions to take with you for the future, this is a very impressive job and you should all be very proud of your work! Just 4 weeks of Java and you have A GAME!


Congrats to all!

Will comment more on the game itself after the deadline, but good job on the build! I tested it out, sounds and pictures are loading and run great.

I'll comment more on the game itself after the deadline, but I tested the jar and everything is loading great and runs fine so good job on the build!

I'll comment more on the game itself after the deadline, but I did a quick test and everything is loading great, good job on the build!

Hey guys, just so you know, when running this I'm getting a FileNotFoundException for the audio files. It's looking for the files in resources/boing.wav

Make sure you're adjusting the filepath for the jar file (it won't create a resources folder and will put the files directly, same as the pictures)

Thank you so much for playing :)

Thanks for the feedback, I appreciate it!

Wow thanks so much for your wonderful feedback! It put a smile on my face :) I'm happy you liked it!

This is a great use of the limitation! I really like the art and the little animations (like him portal-ing into each level) and trying to figure out how best to kill myself for future me to use. One thing happened to me, I had 0 froggies left and died on some spikes so it just started infinitely spawning dead bodies around me. Not sure if I was supposed to see a restart/game over screen or not at that point. 

Anyways, great job!

Excellent use of the limitation, I very much enjoyed stacking up my dead bodies to make the jump :D The controls need some work, I think just making it so you can move horizontally during the jump would go a long way to making it feel better! But yeah with all the things that make a game polished I can see a lot of potential in this. Designing a platformer for a jam feels tough, good job :)

Thanks a lot, I appreciate it!

Thank you!

Thank you so much! It's tough to get the timing right (I may have played it a few too many times these past couple of days hehe) you can move horizontally as you are falling up or down which helps a bit! Thanks for playing my game :)

Thank you! And thanks for playing :)

I like the concept and the use of the limitation and I also appreciate how when you die you don't restart from the very beginning :)

Just gave it another go! This time I got to level 3, but when completing it and hitting "next level" it stayed on the blue screen and didn't progress, unfortunately. That being said, you all have a very special game here! Tons of wonderful little details, the way the suns snake in (and sometimes tricking you as to which direction they'll go) the rain effect, the little crabs and clouds moving in the background. The UI itself is also very pleasing to look at (maybe it's a weird thing to compliment but I suck at UI!) Even the start screen with the moving rainbow and the bold and colourful artwork is excellent. Thanks for the patch, it's a lot easier to enjoy the game fully now :)