Mightiest Minion by poopgames
Prove you're the mightiest minion by saving your town from the invaders! Use your bombs and body to stop the attackers from entering the village. Arrow Keys or WASD to move and Spacebar or Shift to jump. Press R to restart.
This game was made in 48 hours using Unity, Aseprite and Ableton. All assets are original.
| ItchIO Page | https://poopgames.itch.io/mightiest-minion |
| Original URL | https://ldjam.com/events/ludum-dare/50/mightiest-minion |
Ratings
| Overall | 513th | 3.021⭐ | 26🧑⚖️ |
| Fun | 517th | 2.792⭐ | 26🧑⚖️ |
| Innovation | 418th | 3.042⭐ | 26🧑⚖️ |
| Theme | 517th | 3.083⭐ | 26🧑⚖️ |
| Graphics | 389th | 3.229⭐ | 26🧑⚖️ |
| Audio | 95th | 3.75⭐ | 26🧑⚖️ |
| Humor | 422th | 2.3⭐ | 22🧑⚖️ |
| Mood | 279th | 3.295⭐ | 24🧑⚖️ |
| Given | 16🗳️ | 26🗨️ |
Found it to be quite unique and enjoyable.
Great effort and good luck!
I ran into a couple of issues:
- When restarting, the web build lags terribly.
- I think the screenshake is moving the camera/scene to the side without re-adjusting:

Amazing game, addictive as hell, really cool music!
Thanks a lot!
The effect when the bombs hit was really nice
I got a game over from an enemy coming from nowhere from the right side of the screen. Don't know if that's intentional. Felt like a bug and was really unsatisfying :(
But overall a nice and quite polished compo entry.
As others have said, the camera seems to drift, and it seems related to the camera shake. Eventually you end up completely out of frame:

As others have said, the music is excellent. The visuals are simple but very dynamic and make a nice atmosphere. It sounds like you ran out of time to fully implement the jump mechanic based on your other comments (compo is tough), but the animation is very nice.
Regarding the gameplay, I think the concept is very promising --- sort of a tower defense inspired game with player movement and placing mines. With only the mechanics implemented, it seemed like the optimal strategy was just to sit in one place on the track and let the enemies come to you... but I could see it being more dynamic with additional ways the player could combat the enemies or other objectives you could work on that occupy your time (and your mine placement) between waves.
I'm not sure the 'race car' style movement was the best gameplay decision here as opposed to more typical arrow key movement --- although maybe that would be different with the additional mechanics you envisioned (like the jump, which is directional). I will say that with this movement scheme you probably want your player sprite to be clearly directional visually so the player doesn't get confused which way they're facing.
Congrats on what appears to be your first Compo! Hope you enjoyed the jam, got some valuable experience, and are planning to come back again in the future!
So overall I learned:
Save lots of time for play testing and don't over scope. The latter however, is much more difficult for me! I can't wait for the next one :)
Speaking of play testing, I did find myself spending more time on testing this time which I remember thinking to myself "I could spend all this time implementing more features". Gamejams are tough!
Nevertheless, this certainly is a solid compo entry, well done!