Chumini: Tiny Army by Guilloteam
Small creatures, but massive destruction!
In this vampire survivor-like, summon an army of tiny Chuminis to battle waves of forest demons. Each Chumini has its own movement patterns: it's up to you to manage this merry mess to create an unstoppable force.


KNOWN BUGS:
- In the web build, the first upgrade choice will appear default white without text. It fixes after a few seconds.
- XP points sometimes stay on the ground and seem to not be pickable. It's only visual, and the xp is registered.
FEATURES:
- 6 different creatures to summon, upgrade, and use in battle
- Hand Drawn graphics
- Original score
HOW TO PLAY:
- WASD to move around
- SPACE to use the Chumini’s Special Attack
A game by the Guilloteam:
- Clement Ribeyre-Soret - UI Artist & FX Artist
- Delphin Casado - Character Artist & Composer
- Julien Revel - Developper
- Michaël Assing - 2D Background Artist
| Link | https://guilloteam.itch.io/chumini-tiny-army |
| Link | https://guilloteam.itch.io/chumini-tiny-army |
| Original URL | https://ldjam.com/events/ludum-dare/56/chumini-tiny-army |
Ratings
| Overall | 165th | 3.976⭐ | 43🧑⚖️ |
| Fun | 106th | 3.988⭐ | 43🧑⚖️ |
| Innovation | 610th | 3.22⭐ | 43🧑⚖️ |
| Theme | 172th | 4.134⭐ | 43🧑⚖️ |
| Graphics | 127th | 4.366⭐ | 43🧑⚖️ |
| Audio | 221th | 3.738⭐ | 42🧑⚖️ |
| Given | 12🗳️ | 19🗨️ |
It's a fun game, similar to Crimsonland and its variant (Brotato, Vampire Survivor etc...) but with a Pikmin style of weapon. I think there is potential to make a full game out of it with more opponents, bosses, more upgrades.
The art looks nice and cute, the sound and and the music work well although they become repetitive after a while. I would suggest using more sounds for the same actions (picking XP, using power) and play them randomly.
There is a bug where some of the XP on the ground cannot be looted. It disappears after a while.
Also great team name.
My only complaint was that hitboxes for both enemies and character were hard to understand.
Awesome art and music too!
Thanks for the game
The healing truly needs more feedback, and is maybe a bit underpowered currently. We'll work on that !
I think your idea to add a spin to the VS formula is interesting but I was missing more progression choices and some dynamics among the chumini behaviours so they'd feel less like bullets with faces and more like creatures that were helping me. I also understand is hard to do all this in a jam, and in general I liked the visuals and how polished it felt so congratulations in getting something that feels so round overall.
I loved the concept of gathering your chuminis army (btw, as a Spaniard, that choice of name was...interesting :sweat_smile:) and it fit the theme perfectly. Also, while at the beginning you need to get used to just leave your critters to do the job, as opposed to yourself doing part of the killing like in other similar games, eventually it all clicks and feels different.
The music was cheerful and catchy. I was playing for quite a while, so it became repetitive by necessity, but I never felt like I should mute it. Even as I'm writing I can still hear it in my head.
And with so many things done so well, my main issue lied with the progression. Once you survive long enough it just tanks. I remember I was quite low on HP and after 2-3 lover upgrades I pretty much became immortal. At the same time, level ups began to take longer, enemy waves loop and the feelings of challenge wane.
Despite this (and it can surely be fixed with balancing) this has been one of the best entries I've played so far. Really polished, fun and complete. Congratulations!
I left myself to die at around 2600p in my first playthrough.


the graphic is charming, the audio is nice, the updates are borderline busted later on, but I don't mind, for I have become death, destroyer of worlds with my oppenheimer jealous minions
Update:

good enough...
Hi! I just finished your game and I’m currently in first place (I beat the person above me! XD).
As a fan of survivor-like games, I was really excited to see your game. I’ve also been wanting to make a survivor game with companions, so your title and thumbnail immediately caught my attention.
The theme and gameplay are really appealing to me, and the art and music are fantastic
.
After playing for an hour, I reached a score of 5000, and it seems like I’ve experienced most of the content (hopefully!). The enemies couldn’t kill me at all, so I chose to end the game myself :(
At some point in the game, it seemed like my red angry character could wipe out all enemies on the screen with just one press of the spacebar, making me unstoppable. After that, the game became a bit repetitive. I only needed to keep using the spacebar every time the cooldown finished. Maybe the game could benefit from a final boss or a steeper enemy difficulty curve?
I really like that each character has their own unique skill. However, I have some thoughts on the spacebar cooldown system: as it stands, it seems like there’s no reason not to use it as soon as the cooldown finishes. Early in the game, when the explosion range was smaller, I would sometimes gather enemies before pressing the skill. But as the explosion range grew, the game turned into a repetitive cycle of using the spacebar whenever it was ready. If a skill can be used immediately upon cooldown, it loses some of its 'active' decision-making aspect. I personally think it could be more fun if the system were based on an energy meter that recharges over time or by collecting experience, allowing for 2–3 charges. This might make the skill use more interesting.
Of course, I fully understand the time constraints of a Game Jam. I believe this is a great prototype with potential and could be expanded into a full-fledged game.
We also made a survivor-like game for this Game Jam. You’re very welcome to check it out! In our game, I also wanted to implement a system where the main character doesn’t have a weapon but is supported by companions. However, due to time limitations, our companions ended up working more like weapons, with inspiration drawn from a roguelike game called 'Just King.'
I’m really looking forward to more conversations with you about this kind of game!
(also I don't know if I'm missing something but the dancers, which are supposed to orbit, just don't orbit? Is it a bug?)
We are working on a post-jam patch, that might ultimately make it to steam, so any feedback is welcome ! I would love to talk game design with you, we have a small community discord server for our team if you want to come by ;)
https://discord.gg/HKZKeMcB
Overall, I was happy to try this game, you guys are great!

It took me a solid 45 minutes of grinding, but I was able to secure the top spot on the leaderboard :sunglasses:
This in itself says lots about how fun the game is to play and how well polished it is (plus the fact that adding a leaderboard to a game like this turns it into something addictive).
For a jam game, everything is great, from the beautiful art to the mechanics to the varied content. If you ever decide to expand on it, the first things I'd work on is to try to stress a bit more the bullet-hell genre by having more enemies (so that the player can kill more faster and have more of the dopamine rush) and a faster gameplay. Also, the late game needs to be balanced a bit more, since around 1500 points I was able to make the red creatures explosion go from tiny/moderate to about full screen, after which I felt really overpowered and without enough enemies to speed up the progression.
All considered, a really good and strong entry, very well done!
I'm really curious too see what else you'll achieve in the industry :)
Thank you for bringing it to the stream, you didn't stay for an entire playthrough, but I did score 2040 before I decided to call quits :)
https://youtu.be/jByKVJUUde4
~XpMonster