jadith 2024-10-07 22:20
Got my crew and had a good laugh at midboss telling me hes important enough for his own cutscene. The UI is crisp and clean. Good foundation for a classic RPG.
Foon → Ludum Dare Explorer → LD56 → The Big Battle for Tiny Mouse City
By gametrodon
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 803 | 3.27 | 36 | |
| Fun | 689 | 3.23 | 36 | |
| Innovation | 900 | 2.79 | 36 | |
| Theme | 763 | 3.38 | 36 | |
| Humor | 220 | 3.62 | 34 | |
| Mood | 752 | 3.28 | 35 |
Got my crew and had a good laugh at midboss telling me hes important enough for his own cutscene. The UI is crisp and clean. Good foundation for a classic RPG.
I am honored to be one of the 2 or 3 people that saw the message at the end. Love the art and the humor! The gimmick of having tons of party members made battles a little chaotic (in a good way). PS Provolone is best mouse, no competition
I can't figure out how to equip an weapon and get out of the first room. What am I doing wrong?
@onedozenbagels If you press esc, it will open up the menu. Go down to equip, and select big cheese. Then they'll be a menu to equip the Sword onto them. Equip.pngEquip2.png The sword is in the blue chest.
Let me know if you have any more issues, and I'll try to help.
Really liking this one (though I died at the final boss :/ ). I may be missing something, but I can't see the remaining health of enemies while in combat.
Hahahaha I love the sprites, a very complete system for having done it in only 72 hours, I'm a big fan of the character names, congratulations!!
Excellent. I really love the sprites on the RPG maker tileset.
The music was great, and the characters were funny!
And this guy is my faaaaavorite.
fave.png
@david-soriano @jadith The engine I'm using has a bunch of OOB stuff for RPG's so I'm mostly using that, combined with some modifications, like the larger party size, and volume fixes. I wish I could say I built everything from scratch, but I'm nowhere near that good.
@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 had so much fun playing it! Their names are so cute and the dialogue is amazing! Had lots of fun completely obliterating the final boss just to come back and do it again with the big sword. I think it would have been more comfortable to move with w a s d or arrows rather than the mouse though, it felt a bit annoying at times. Good job, a really fun and cool entry!
@pigeonic You should be able to use arrow keys/WASD, and I agree, playing just by clicking would have been annoying. Thank you so much for playing all the way to end even with the difficult controls.
Cool cool
so funny, love it!
Cool game, I loved the jokes !
I have to say, the faces of the mice are hilarious. Very nice!
really fun, I liked the variety of cheeses. Only thing I would change is more intuitive controls, other than that, was a blast.
This game had actually nice pacing for what it was. It wasn't too fast or too long and there wasn't really any bugs noticed. I liked the jokes you had in the game as well as the dialogue in general. Very nice job! You should be proud of yourself :)
Nice one!
I REALLY hope that you proceed with fully realizing your vision for this game. I REALLY love all the mouse sprites. I still can't decide if I like the hooded one over the small rat. ALL SO GOOD.
@rincs Thank you very much for the feedback! I think I will try to do a "directors cut" version where I fix the tilemapping, and also some of the bugs.
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.
What a silly game, hehe unfortunatelly rpgmaker is not best at handling "hoards" so equipping everything was exausting, lol Overall i really like the puns and silly paint drawings (:
really cute premise and smooth ui. i like the music a lot, but i wish it there wasn't so much menuing especially to equip items. cute art too!
The character design is interesting, but it doesn't quite match the art style of the map. Perhaps the background music could be louder. The UI used for player selection is a bit retro; maybe a better approach could be used. The gameplay design is somewhat conservative.
The custom art is very cute (although the dialogue avatar of the cat scares me) and music matches the mood. 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:
This was a very cool concept and fairly well executed within the limited hours. To echo someone above I do wish there was a quicker way to equip items etc but nicely done!
Really enjoyed this game, the concept is pretty neat and it has some good humor.
Ratthew says hello
Can't you see I'm shaking this man down for his personal property?! Heh. Fun dialogs, and a cute game overall. 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.
@ditam Thank you for the feedback! To answer your question, I would say almost all of the "systems" are just what RPG Maker MV provides OOB. This includes combat, menus, movement, etc. I used some plugins and made some tweaks to those plugins to allow for more then 4 party members, but even most of that was removing code.
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.
@gametrodon thanks for elaborating, I appreciate the transparency! And don't get me wrong, I didn't mean to imply that some systems coming with RPG maker is a bad thing. It's the end result that counts!
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!