The Big Battle for Tiny Mouse City by Gametrodon
The final boss has invaded! There's no time to power level, plan, or organize anything remotely resembling a coherent strategy! Just grab your mouse friends, arm them with anything that even resembles a weapon, and steamroll your way across the map as fast as you feasibly can, in your quest to Save Tiny Mouse City!
This is a fairly standard RPG Maker MV game. The gimmick is that while you can't level up, you can collect a pretty massive party by the end. Don't forget to equip items!
While I did not create everything myself, if you want to leave feedback on art/music in the comments, please do so. Most enemy sprites/battlebacks, IE, everything in black and white was created for the jam.




| Link | https://gametrodon.itch.io/big-fight-for-tiny-mouse-city |
| Original URL | https://ldjam.com/events/ludum-dare/56/the-big-battle-for-tiny-mouse-city |
Ratings
| Overall | 803th | 3.279⭐ | 36🧑⚖️ |
| Fun | 689th | 3.235⭐ | 36🧑⚖️ |
| Innovation | 900th | 2.794⭐ | 36🧑⚖️ |
| Theme | 763th | 3.382⭐ | 36🧑⚖️ |
| Humor | 220th | 3.625⭐ | 34🧑⚖️ |
| Mood | 752th | 3.288⭐ | 35🧑⚖️ |
| Given | 22🗳️ | 48🗨️ |

The sword is in the blue chest.
Let me know if you have any more issues, and I'll try to help.
The music was great, and the characters were funny!
And this guy is my faaaaavorite.

@ratking119 Nope, you shouldn't be able to see the health. That said, for the final boss, you may need to heal beforehand, either with Healer Cheese's spells, or by visiting the healer in the starting hut.
@hubol Thanks! I was gonna try to do a tileset, but it turned out a bit more tricky then I expected so I decided to just do custom sprites and battle assets.
I'm seeing a lot of folks having issues with the controls on the itch.io version. Not sure what's causing that, but I'll also look into fixing that as well.
unfortunatelly rpgmaker is not best at handling "hoards" so equipping everything was exausting, lol
Overall i really like the puns and silly paint drawings (:
Unfortunately gameplay-wise it's not very good, maps lack detail and just mashing Attack and equipping whatever you find is enough to get through all fights. But hey, the puns make up for it - I had fun and that's what counts!
So sad we didn't get to see the alchemist doing alchemy :(
Fun fact, our game has a character named Biggie Cheese. Possibly some distant relative of Big Cheese? :eyes:
Clearly a lot of work went into the systems, but I'm a bit confused about how much of it is "RPG maker MV game" stuff, and how much was made specifically for the jam. Either way, it plays smoothly, and it has quite some content, well done!
The inventory and party management systems felt a bit overwhelming, and I would have never tried the Esc key to begin with if it wasn't for the comments here. Some minimal in-game hints could go a long way with helping the player.
The work I did on the game was mostly designing the actual game (IE, number of enemies, enemy damage values, enemy attacks, player stats and stat values), creating the stats, names, descs for items, building out the map for the player, building out the small cutscenes.
As for why: I'm not particularly skilled as a high speed coder, and my friends I tend to work with weren't able to participate this game jam. I also don't have a very fun time just debugging code. So I instead I figured I'd pick an engine that I was familar that, and try to make something within the theme.
My intention was to create a RPG with a TON of party members. I think it succeeded in terms of implementation, but it leaves something to be desired as a design. Like, if I were to redesign this, I would make a single NPC called "The Squad" or "The Mob"and give it stat buffs each time the player recruits a new generic NPC.
Thank you for the feedback about hints, I'll try to add a few more when I revise this post jam.
I think if you went with a single NPC, having a big party would have less weight. Maybe that's a "smarter" choice for a proper game, but I think for a jam game it's fine to intentionally have some UX friction to emphasize a strange aspect, such as the ever-growing party. Which I think in this case goes well with the mice / tiny creatures theme anyway. Kudos!