Mumei by Abid
* Mumei *
A 2D platformer with a sci-fi theme and retro emotions. Made from scratch with love and hesitation.




Ratings
| Overall | 1962th | 3.156⭐ | 47🧑⚖️ |
| Fun | 1977th | 2.933⭐ | 47🧑⚖️ |
| Innovation | 2458th | 2.333⭐ | 47🧑⚖️ |
| Theme | 2496th | 2.378⭐ | 47🧑⚖️ |
| Audio | 401th | 3.761⭐ | 48🧑⚖️ |
| Humor | 1849th | 2.205⭐ | 41🧑⚖️ |
| Mood | 982th | 3.5⭐ | 45🧑⚖️ |
| Given | 23🗳️ | 8🗨️ |
Strenghts :
- Great controls and game feel
- The audio is stellar
Possible improvements :
- Mashing the button to fire sure is retro, but I am more on board with the autofire time...
All in all, great work !
Great job !
One thing I'd say is... I kept unconsciously trying to crouch to dodge bullets, could that be an additional mechanic? :see_no_evil:
Overall, this is a very cool entry. Good job, team!
Only issue I had is I'm trash at platformers and kept dying at the spike area :( until I noticed your sneaky level design!!
Other than that stellar work!
The control is smooth, and graphics are nicely done. I like the sound too.
Can be more polished though, and I hope I can shoot by simply holding Z instead of repeatly press Z lol.
I felt like maybe I didn't understand some things, like what is this pod that follows me and does it have a purpose ? Also can I kill the tank and bigger mechas
Overall it was quite good, with a special mention for the audio wich is great, the theme is catchy and energetic.
Well done !
When played in the browser in full screen, the game can be a little laggy, and then if we shoot while running, we hit ourselve with our own shot. Maybe you should set a fixed size in the itchio settings?

Music was very nice. Sounds effects were not that amazing. Very boring and monotonous. Even the bfxr'y chippy bleeps and bloops can be made more varied and lively. And there were a bunch of things where the sound effect was missing completely. And the jump sound played on button press, not the actual jump.
Pixel art was crispy and nice and the animations were quite smooth too. The background had these weird flashing lines sometimes, I'm guessing that wasn't intentional.
So whats up with this? :thinking:

I'm not the biggest fan of over hand holding but some direction of what to do would have been nice. And just wasting the players time is never fun. You did this on multiple occasions. Those breakable things, having even multiple layers of them and them taking a million hits to get destroyed. Not fun. And even requiring to keep mashing the shooting button instead of letting the player just hold it down. Another thing that isn't really fun is blind drops to either instant death or sometimes the actual way to proceed.
Speaking of controls, something weird happened on my first try. Nothing did anything. Well except for I noticed that mouse click shot too. Arrows did nothing and neither did z or space. Dunno if that is a godot thing or something weird you did.
Would have been fun if jumping on the soldiers would have killed them too. I mean, would have made sense too, a big mech standing on a dude wasn't. Also would have been nice to be able to kill the tanks (even though they didn't really pose a threat, just like pretty much everything in this game expect for instant death spikes). And giving feedback to user with sound and effects whether they're actually damaging something or not. Kinda like how you did with those dark boxes.
Anyways, good job! I seem to have really pretty much just pointed out "negative" things but it was fun game! :thumbsup:
I'm very proud of the work we have done, but want to point out the things I wish we could have done better with.
The point of this game was to `keep alive` the pet (the thing that follows you around) by collecting all of the object markers. I think it would have been really cool if the setting, and objective of the game was made clear to the player at the start.
Here's a list of other things I think we should fix:
-no pause menu/retry option
-grenader enemy's grenades don't work
-no crouch
-un-killable mechs/tank enemy(due to tank death animation not being made in time)
-no player ammo limit, so encourages button mashing (might be better to refill ammo at objective markers), or holding z to shoot indefinitely.
-on low health it would be cool if the heart gauge turned red
-the box physics aren't great
-the SFX are kind of lackluster and it would be cool if there were more of them, with more variation (which was my job (;・∀・))
-The random Japanese feels weird, would have been better if there was more intention.
-Would have been cool to have screen-shaking on certain events
-Killing soldiers while walking into them would be fun
-if you beat the game by collecting the 3 beacons, the bgm doesn't stop, despite the blank screen.
-level design could do with arrows, and more direction, as you have to collect the 3 beacons in a certain order to beat the game (SPOILER: TOP RIGHT, BOTTOM LEFT, BOTTOM RIGHT of the map)
-The pet doesn't really add anything, and would be cool if it was more interactive (takes damage, shoots enemies, shields you, or something)
-no checkpoints etc makes it really frustrating if you die due to falling into spikes, especially when it's because of the glitchy screen tearing in the html version.
I'm really glad that it seems that people like the work I did on this game, and am also really in awe of the sprite design and feel of the game, but wish that it felt more cohesive and like there was a drive to complete it.
I know what we made isn't perfect, but I'm proud of it, and I hope you can all can have fun with the work we put in!
^_^