Hide 'n Squeak by TijmenTio
Game about a mouse that's home alone with his baby brother.
Might involve blood ._.
Might involve blood ._.
Ratings
| Coolness | 58% | 3 |
| Overall | 4.22 | 8 |
| Audio | 3.77 | 74 |
| Fun | 3.96 | 33 |
| Graphics | 4.56 | 10 |
| Humor | 3.85 | 73 |
| Innovation | 3.76 | 145 |
| Mood | 4.14 | 20 |
| Theme | 4.14 | 52 |
The sfx and music also help to set the mood quite well!
I got really tense on my third play, when I was able make the baby stop crying and went after the burglar to throw more toys... It was really fun. :)
All in all a nice idea, well executed and put together gracefully!
This game is way more polished than I expect a compo entry to be ^^
Ace pixel art and the blendmode around the light looks really really cool too
great job!
And maybe two babies!
Encountering the burglar is giving me a scare every time. The mix of the light appearing and the sound effect make for a great scare.
You manage to explain the game very well. Instead of "Z for actions", you always point out what can be done by pressing Z. And of course, how you zoom in on where you need to go, what to do.
The game could use some more challenge. You can just take the baby far away from the lizard, have some toys ready for when he comes, and repeat. I guess that's the whole idea of the game, but it's very easy to do. I think this could be made harder by making the Lizard walk faster, or more importantly, have multiple ways to go the each room. Right now I can just wait at the door for the burglar to appear. If there were multiple doors, I would have to check both of them, and it would give a greater scare effect for when he appears, because unlike with 1 door, I'm not certain where he will appear. I guess a counterargument could be that you can't be cornered, because you could walk to the right when the lizard comes from the left. I'd say make the lizard walk faster. Right now, even when I was cornered, I was able to just walk around him.
In general the lizard doesn't seem to be very active. He should go straight for the baby when it's crying, to punish you for taking too much time looking for toys, but that doesn't seem to be the case.
Regardless of all that, I still loved it. And I would love to play a post-compo version.
Never stop making games Tijmen.
I liked the baby mechanic a lot. In the end, it forced me to become a bad parent and use my child as bait. Totally worth it.
Everything here fits perfectly together. The sounds and graphics, the bouncy animation and the cadence of the music. The explanation of controls and game. Everything is extremely simple but still expresses a lot. Really well designed.
The only complaint I have here is that it's also clearly designed for one play-through. Any kind of variation in level and the ability to skip all the dialog would make it a blast to go through multiple times.
This is an example of perfectly setting your scope and polishing it up in the timeframe given.
And your characters are always so dang cute I can't stand it!!! (in a good way)
Your pixel art is getting really good. You manage to keep it simple, yet manage to make it feel so lively and buttery smooth. The animations are awesome and bouncy and ooey gooey UGH I WANT TO JUST EAT IT!
That baby crying sound effect though... oh god. I can't stand it. I'm sure that's the point, because a baby crying is an awful sound in real life, too.
MICE POLICE!!! Those mice police pretty much pushed me over the edge into cuteness overload and now I'm dead.
The game IS very easy, though... once you figure out the range of the lego/marble placement. At first it's tricky and they kind of go up a little further than you'd want, but it's still easy to set up a trap and lead that big dumb hungry lizard right to you.
The game is cute but you have the bloody awful murder-death-kill scenes and that's ... UNCONVENTIONAL. And any game that's like Home Alone with mice police is pretty much the best thing ever.
Now can we get a post-compo version where we play as the lizard? I'm sssssssssssssso hungry!
Dropping the toys felt a bit off because they dropped slightly above you, instead of at your feet where I would have expected them to drop.
The game felt a bit slow but that might be my computer (There was a semi-slow response time when pressing keys)
When I was in the baby room near the door the alligator entered and instantly killed me.
Next to that, I enjoyed it a lot! I like how it feels more like a dungeon than as an actual house and that the alligator was really scary.
The amount of polish in this game is amazing. Very good work!
Perhaps randomisation of the toys would’ve been good? Though for a jam I suppose it alleviates frustration if you can work out exactly where all the toys are.
The lighting system and character design are great. Audio is great too, though a separate track for being chased would’ve been cool.
I normally dislike games like this where you have to hide, especially adding that you have to protect something too and you have limited ammo which you can’t always guarantee will hit – I normally get stressed by games like this, but the low “health” of the dinosaur made it alright.
Overall, great entry as always. I can’t really think of any criticisms other than little things like.. the first time I respawned I was like “ugh, I have to do the cutscenes again?” but after playing it again I realised it’s only like 10-20 seconds so it’s not really a problem. I would personally probably have tried to find a way to fade in during the phonecall without it breaking the immersion. But that’s a really minor gripe for a great entry.
I liked the one-hit-kill aspect - it took me 3 tries to beat it (that death animation is hella gruesome)! But it was really annoying going through all the dialogue again after restarting, especially since there's like 1 second before you can advance dialogue.
Gameplay itself was interesting, but not very satisfying. The coolest thing was how you used the cabinets as a means to get the player to explore the area. But after you get toys, throwing them and luring the burglar into them was not particularly challenging or fun. The baby crying was a cool idea, but also didn't end up adding much to the game. I picked up the baby once when it cried, then put it back, then beat the game without worrying about it again. Maybe if there were multiple burglars or the baby cried more often, there would be more tension when exploring? I dunno. The scripting and flow of the game was really impressive though, even though it was short. Beginning, middle, end were presented clearly and strongly.
Graphics were perfect for a game of this type and those lighting effects kept getting my attention. The music really fit the tone of the game, but it did get a bit tiring after a while. I love how simplistic everything is, including the controls.
The ways you handled player instruction were awesome, whether by highlighting the objective or giving clear indication of when to use the Z key. That level of guidance for the player can often be frustrating, but you handled it in ways that in tune with the rest of the game.
Really cool entry.
except for it being frame dependent. lol.
best
You did really well with the UI, as others have said. I liked how everything fit with one button!
I'm not sure whether the toys 'did damage' to the burglar, or whether you just had to stall for time, but it didn't seem that difficult to win, just hide behind a door with a sneaky trap before moving on to the next room.
The audio fit perfectly, which was great!