Mouse and Blade by superpokeunicorn

Ryu the mouse has just finished up a cheese foraging expedition. He must now navigate back through the house to get home.
CONTROLS:
Arrow Keys - Move
Up/Down - Climb Ladder
X - Jump
Z - Attack
Windows/Mac/Linux: https://drive.google.com/open?id=0Bxz43KZe5ukpWDRnNkttMllIdGM
Itch.io: https://superpokeunicorn.itch.io/mouse-and-blade
Source: https://drive.google.com/open?id=0Bxz43KZe5ukpbWdFT2ltR2RrLUU
YouTube Play-through:
https://www.youtube.com/watch?v=Dxz5ee1DRrY
TOOLS:
Eclipse
Paint.net
BFXR
Audacity
bosca ceoil
CHANGE LOG:
Fixed bug when restarting game
Fixed visual mistake with the final ladder
Fixed download link
Fixed compatibility issue
Ratings
| Overall | 130th | 3.684⭐ | 59🧑⚖️ |
| Fun | 116th | 3.614⭐ | 59🧑⚖️ |
| Innovation | 487th | 2.351⭐ | 59🧑⚖️ |
| Theme | 238th | 3.482⭐ | 58🧑⚖️ |
| Graphics | 71th | 4.105⭐ | 59🧑⚖️ |
| Audio | 180th | 3.179⭐ | 58🧑⚖️ |
| Mood | 164th | 3.404⭐ | 54🧑⚖️ |
| Given | 39🗳️ | 57🗨️ |
Is there by the way a end goal in this game?
By the way I also what too say thank you for playing my game.
Really well done, was it done with libgdx?
I like that the jump height corresponds with the button press time. The enemy variety and the controls are great too.
Also the music, when you die, the phrase is in the same key as the rest of the music. Seems trivial but many devs don't do that.
Every time you have enemies on both sides reminds me of ninja turtles on gameboy :P
Congrats on the game man!
Rated!
The graphics are nice, I really like the animations of the mouse character.
Music is a bit repetitive but charming.
Good job!
All that said, props to makin your own engine, thanks for the game <3
Great job. I like the graphics especially, as well as the variation in the enemies. Level design was nice too. Checkpoints were perfect.
I missed some innovative/unique mechanic, something to differentiate your game.
The level design could have more variety (you'd probably need some new mechanics to do that)
Overall, good game!
Thanks for taking a look at our game, [E.(a)T.](https://ldjam.com/events/ludum-dare/38/e-at). Much appreciated :slight_smile:.
Love the retro vibe though. Reminds me of a cuter version of Kung Fu Master from the 80s
And to be fair, the games back then were way harder too!
I like the enemy design too. Each enemy has their own behavior pattern. I don't know what the blue popsicle/candles guy is but he is really hard! But it's very satisfying once you learn the patterns so you can beat them consistently.
On the edge to be frustrating I got satisfied to the hole.
Nice entry!
It keeps the game interesting and challenging. The background music is also very good and one of my favourite 8 bit tunes so far! All in all a solid game! ...sadly without cheese at the end :( :D
The music got somewhat repetitive after a few minutes, but hey, it's a compo entry, heh? :)
Also, controls were really uncomfortable on a QWERTZ keyboard – consider mapping Y to the Z function as well, next time! :)
What I like:
* The graphics are awesome! The mouse looks cute and lively, the attack animation provides good feedback, the tileset is varied and provides some great mood, the backgrounds contribute to the theme, and the enemies are all well designed and fun.
* An impressive amount of content! I was surprised when I saw 2 unique enemies, then I saw the third, and then a fourth! That's awesome for the time that you had. They're also all wonderfully varied and require different strategies to approach each.
* The level design is great. It's linear but provides a great sense of progression through checkpoints, has a lot of horizontal and vertical elements, and a lot of fun ways to interact with the enemies.
* Tight platformer controls. Not much more to say, a lot of people miss this. Bravo.
What I don't like:
* Audio. The main music loop isn't terrible, and the death jingle is a nice touch, but overall it's kind of repetitive. Furthermore, a lack of sound effects for things like hitting, attacking, jumping, landing, dying, ect removes a layer of polish that would otherwise make the game feel even better to play.
This is an awesome entry. Well done and good luck with the competition.
Thanks so much for all of the feedback. I'm glad you like the game!
I just want to mention that there should be sound effects for jumping, attacking, hitting, and a few other thing as well already in the game. Maybe they're being drowned out by the music or something, in which case I should have made them louder. I can definitely hear them on my end, so maybe it's a bug. Your feedback is really helpful and appreciated regardless. Audio feedback is a very important part of games, and there definitely are some other effects you mention that I could have added, like landing. I know that Mega Man has a landing effect that sounds really good, so maybe my game could use one as well. I've also heard from some other people about the music being repetitive. I think you're totally right and it definitely could have used a bridge between loops.
I'm definitely glad that I was able to include so many enemy types as well. As you point out, having that huge variety of enemies is one of the strong suits of the game. I think the key lesson I learned here is the incredible power of code reuse. The last two enemies, the candle and the spider, use some of the same code as the skeleton and red slime enemies from my Ludum Dare 35 game. Being able to use ANY preexisting code as the rules state is a big boon and helps cut down on time. Over the years, I've built up a big repository of enemy behaviors that I can surely make good use of in future projects.
Anyway, I just want to thank you for your very detailed feedback. I'll be sure to check out your game too.
Seriously tho, great stuff.
Huge variety of unique enemies, emphasis on combat over platforming (definitely a different feel! loved it!), adorable graphics. The game got a bit tricky but it was never TOO rough. I definitely appreciate the checkpoint system tho. :p
(They're supposed to be peppermints ;P but I like your idea too)
You're actually totally right that Chip and Dale Rescue Rangers on the NES was one of the inspirations for the theme of this game.
Yeah, I was definitely inspired by a lot of those old NES action games like Kung-Fu Master. My main point of reference for the gameplay was actually Ninja Gaiden (and, now that I think about it, there's a little bit of Trojan in there too, which is a bit like Kung-Fu Master). I actually took breaks during development to play Ninja Gaiden on my Mini NES whenever I got stuck on the game design. It was a huge help and actually inspired the mechanic of some enemies coming from behind you, which I actually hadn't considered doing before and is one of the defining features of the final game.
The only thing I didn't like about this game is attack delay. When the player press attack key, it begins attack animation and the player have to wait a few frames to actually hit enemies. In that time the player already takes the damage. It kills quick reactions for unexpected enimes. I think it should be like this: Press key > Attack > Wait for animation.
Overall this is an awesome game. I really liked.
Thanks for the feedback! That complaint about the attack delay is one I'm hearing from a lot of people. You're
definitely right that I need to work on refining the ADSR curve (attack, decay, sustain, release) of the attack.
I actually used to package my games as EXE files, but an update to chrome a few years ago caused chrome to think that my games were viruses, I guess since they're not from a known publisher. This prevented people from downloading my games at all on the default security setting, so I stopped offering an EXE version. Anyway, I would hope that the video play-though and all of the comments would help prove that the game is legit, but I understand the hesitation around running potentially malicious files.
https://www.youtube.com/watch?v=15RvXBjxVuU&feature=youtu.be
The way the controls worked... normally I wouldn't like it, but in this game it works.
Inputs were a large commitment and you had to get it right. At first and for a while I felt like the feel was too stiff, but over time I came into the spirit of the game, which is not a fluid flow but rather short punchy high-stakes do or die moments with a breather in between. It does not tolerate button mashing! Every time I got loose I died, except very rare instances where I surfed chaos for an instant.
Specifically, the way the sword stopped forward movement, the short jumps, and the way most enemies would be dangerous immediately upon entering the screen all contributed to the feel I'm talking about.
The "commitment-heavy" controls created a puzzle feel to the game which I found really effective and enjoyed. For example the candles... they were really hard. At first. Or actually really easy once you figured out the appropriate way to approach them: one hop over the first flame, pause, swing, you've got time. But then it was candles on stairs. And that candle on a platform you had to jump to near the end of a tough run.
I died many many times, but in the end I made it to my hole I call home.
Difficulty-wise I think it was on the high end of okay - tough but fair once I learned the brutality of the game. Especially brutal, and maybe going too far, was the way enemies would respawn just barely off the edge of the screen if you backtracked even a tiny bit; that one caught me hard a bunch of times.
I think this was really well put together, including the nice art and sound/music too, of course. While normally my own taste goes more for a fluid flow to the controls, I felt like there was a deliberate synergy here between the design of the challenge and the nature of the controls. The game smartly took advantage of what it was, and made a very enjoyable experience.
Very well done!
EDIT: two other things I should mention. First the checkpoints were huge, no way I'm playing this game without them, and they were well placed. Second, with my keyboard, pressing right then jump, and while holding both of those, if I press sword I do not get a swing. Doing the same going left works, but not going right. I assume this is about the key groups on my specific keyboard but I figured I'd mention it.
The music was very good, but unfortunately it was so short that it outstayed its welcome a bit.
On the technical side, I think the hit animation should have been a bit faster and interruptible. I made the same mistake with my LD37 entry. I think for this sort of attack mechanic it is important that the player can push the buttons at a steady, fast beat and the game does not miss a single one. Otherwise the attack doesn't feel responsive enough.
I made it all the way through, but it was a challenge. Great job overall!
Edit: One more comment: I'm playing on a German keyboard, which has Z and Y exchanged. Maybe S and D for attack and jump would work better internationally.
Edit2: After reading @pkenney's comment, I may have been mistaken and the controls were done that way on purpose and I just wasn't getting into the spirit of the game. So if you were deliberate in your choice of controls, ignore what I wrote :)
Big thank you for giving me this very detailed comment.
You have talk from my heart and recognized all my ideas I have put in this game. This was a huge boost for me.
Keep up the great work!
The controls are a bit hard on a QWERTZ keyboard. :D The difficulty overall is good, not too hard and not too easy. But, my god, I hate those candles! :candle:
The gameplay is classical and solid, everything works fine, discovering new enemies and platform pattern as we progress make the game a bit less linear, and it's a great thing.
Really loved the SFX, not because they are original but because they fit really well with the game.
The music was maybe a bit to repetitive for me, after 5 minutes that loop was killing my mind haha!
But that's not a problem, it fits well with the game too!
Awesome entry anyway, really solid!
In the beginning I was just about to complain about controls, but then I noticed, that they're really what I remember from oldies on Amiga and 386-era PC's. Stiff, but solid and tight, so in the end you really have control of your actions, none of the 'floaty' physics controls (which I couldn't get right in my game btw :P ).
Graphics and sound very fitting, learning curve is just right, difficulty ups with every checkpoint (good checkpoint system).
Well, what can I say - very good take on the theme, and a solid job on capturing the oldschool platformers spirit. From visual/audio to mechanics, this really plays like and oldie, and quite a solid and difficult one at that. You have to know what's next, you have to learn the patterns, you have to react quickly.
Well done! Cheers!