Made for Trijam #123

Collect enough cheese to open the door to the next level.
Ever step you take advances the bomb countdown. If you idle for too long the bomb countdown will progress on it's own.

Controls:
WASD - Movement

Music and sound effects by:
@listener4me (twitter), support@wrathgames.com, Fupi (opengameart), www.rustltd.com, juhani.junkala@musician.org
VFX by:
https://assetstore.unity.com/packages/vfx/particles/effect-textures-and-prefabs-...

StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorDeylz
GenreStrategy

Comments

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(+1)

Cool game. Cute appearance and robot mouse idea.

I think the game would benefit from a small increase in difficulty. It seems that the chances of survival do not decrease during the game.

(+1)

Thank you for your feedback.

The spawn rate and blast radius of the bombs increase over the levels, but tbf I didn't had time to really play test so it might not be enough.
If I would make a more refined version of this I would probably also slightly increase the difficulty within a level either tied to the step count or current score.

(+1)

Sorry, my first comment was wrong. The thing is, I played at the same level all the time. The portal to the next level opens quite quickly, but I didn't notice it and kept staying on the first level for 10 or 20 minutes. I believe that the game on the first level can be endless. Now, after reading your answer, I became more attentive, and studied the following levels. There are really no problems with the difficulty levels of the game.

(+1)

Wow, thanks for coming back and having a second look.

I'm  afraid I have to take the blame on the fact that you missed the door opening.
I didn't make it obvious enough because it was kind of thrown in in the last stretch.

(+1)

No problem. Your game is really quite good.

As for the low visibility of level completion... It's hard to draw a good conclusion from one person's opinion. Perhaps this is a problem for one player out of 100:)

On the other hand, it probably won't be any worse if you add some small signal. In any case, it seems that this does not contradict the generally accepted practice.

(+1)

Had the same issue of not noticing the "door" opening and getting confused when I had 6/5 cheese and not knowing what to do.

Possible solutions here would be one or both of:

  • Not spawning any more cheese when requirement is met.
  • Put an arrow on the exit tile facing the direction of exit, or a staircase.

Also... you need to play test level 3: blast radius increase plus more bombs isn't too awful, but couple that with dying due to bomb blasting "your previous" location (meaning mouse is already dead whenever it passes the radius of a bomb that will explode 1 tick later) is just unfair.