Mice are Coming by Petr Vejchoda
It’s getting cold, and winter is coming. The mice are searching for food, and you need to get ready!
The game is split into two parts:
Human Phase
In this phase, you're in "god mode" – a sandbox where you have full control of the house trying to defend food from mice. You place treats around the house to earn points. However, setting traps reduces your score. The goal is to create a level where the mouse has a tough time getting to the food.Mouse Phase
In this part, you play as a mouse. You explore the level you built, or a level shared by someone else. Your job is to collect treats for winter while keeping an eye on your hunger bar. You can carry treats to your mouse house, located outside the human’s house (just behind your starting position), to earn points. Alternatively, you can eat the treats to keep yourself from starving. The challenge is to gather as many treats as possible without starving.
Fixed Version on Itch.IO:
https://perun.itch.io/ld56-mice-are-coming
Change log at the end of description.
We deliberately left the original version here on the Jam page, however, we were already hard at work fixing issues with original version, that you are more then welcomed to visit on it's Itch.io page.
Disclaimer
This time we really failed to deliver. I dreamed of this style of gameplay for some time. The game was supposed to be a "tower defense" where player would be a defender as well as an attacker. Kind of like in Prison Architect, you can try to escape from your own built prison.
We kind of semi finished the loop for when you "play as human" and put in your house the food and the traps - build your defenses. Idea was to have some locations on the map, where player would have to place treats for the mice, to get some points to spend on traps. You would then be able to share your level with friends and bet them who could do it faster/find more stuff or other tasks, you could imagine. However the loop for mouse player is not really working. The system for grabbing stuff is crashing the app as well as our hunger trigger.
~~I will try to fix some nerve wrecking bugs, that were ruining the finale of the 3 day Jam and get it to more playable state. Meanwhile, enjoy the beautiful Assets my partner created (which I guess is the only thing, that is I guess done) and here is how to get the most out of this:~~
Controls
Human Gameplay
- W/S/A/D - Movement
- Space - Up
- C - Down
- Mouse Hold - Select position for item to be placed
- Mouse Release - Place Item
- 1 - Previous Item, Rotate left when placing
- 2 - Next Item, Rotate right when placing
- Esc - Menu
Mouse Gameplay
- W/S/A/D - Movement
- Space - Jump
- E - Grab/Eat
- Esc - Menu
You can share your created levels!
If you press escape while "playing as Human", your level data gets automatically copied to your clipboard. You can access them also in the input box in the lower right corner.
While these data are in your clipboard, you can access playing as Mouse. Send these to your friend, ask him to copy the text and start the game as a Mouse and watch him explore your level.
Change log
Human level:
- if having data in clipboard, those get autoloaded now
- using "previous" and "next" while holding mouse button now rotates placed item
- placeholder is not added to data collection anymore
- fixed issues with items colliding on placement, resulting in some items not being able to be places at all (related to Unity's floating point precision on Web builds)
- fixed - players were able to add items to otherwise impossible places to reach as mouse
known issues * players are still able to create levels with negative scores (I mean ... it is up to the player ... treat is as sandbox) * it is still possible to place items on some otherwise illogical places, where collisions should make it impossible
Mouse level:
- panel, displaying which item player is interacting with was added
- added late jump - you can jump, even if you are not landed for past few physics frames, to make it easier to jump of ledges
- menu that displays how many collectible points are still in the map
- trap triggers now properly triggers death (you can kill yourself by stepping on it, or interacting with it)
- Mouse house was moved (also added missing graphical asset)
- treat interactions were fixed - now player can pick treats properly, and eat them in next frame, or bring them to his mouse house
- attached UI to game logic, so player now properly knows about its score
- Menu was not being displayed, when player died.
- added Game Successes screen
Others: * set up assets so that unity can use batching to lower draw calls (even though it is not an issue on modern hardware)
| Itchio page | https://perun.itch.io/ld56-mice-are-coming |
| Original URL | https://ldjam.com/events/ludum-dare/56/mice-are-coming |
Ratings
| Overall | 1076th | 2.306⭐ | 33🧑⚖️ |
| Fun | 1061th | 2.283⭐ | 32🧑⚖️ |
| Innovation | 882th | 2.833⭐ | 32🧑⚖️ |
| Theme | 856th | 3.2⭐ | 32🧑⚖️ |
| Graphics | 892th | 2.919⭐ | 33🧑⚖️ |
| Humor | 782th | 2.569⭐ | 31🧑⚖️ |
| Mood | 1040th | 2.355⭐ | 33🧑⚖️ |
| Given | 59🗳️ | 39🗨️ |
I like the idea, I can imagine it being a fun little game, making so to say your own parcour you have to try to finish.
Assets look great!
I'm looking forward new updates if you plan to release some !
This sounds like a very interesting idea but also really ambitious and complicated for a 72 hour jam. I'm curious as to what the final game would look like
thanks