Mouseketeer by SpaceMonkey
Mouseketeer is a procedural platformer with a hint of narrative allowing the player to cheese his own adventure!

You play a little mouse eager to go on quests. This is of course very dangerous: the owl's dungeon is rigged with traps and his minions –rats, bats and blobs– are expecting you! Fortunately, should you meet your end (you will), there's plenty more adventurers where you came from: you're indeed from a very large family, and your many many siblings will right away follow your steps.
Is it a lost cause, then? Should everyone of your kind get squished in the attempt, one after the other? No, as you had the wisdom to take up a life insurance before entering the dungeon! Each sibling who die pave so the way to the next, allowing him or her a better chance in the maze.
Amass honour points to maximize the insurance bonus, invest in equipment, defeat enemies both by sword and by word, and finally vainquish all the dungeon keepers!
Made with Unity, narration elements made with Fungus.
Controls:
WASD to Move Space to Jump Alt to attack, provided you have bought a weapon first.
Gamepad support!
| Windows | https://spacemonkeyc.itch.io/mouseketeer |
| HTML5 (web) | https://spacemonkeyc.itch.io/mouseketeer |
| Original URL | https://ldjam.com/events/ludum-dare/44/mouseketeer |
Ratings
| Given | 14🗳️ | 14🗨️ |
I like the visuals and music in this game. A platforming mechanics feels a but clunky and could benefit from some tuning. On the other side, it has a pretty nice narrative. Cool work, a team of six! XD
It's Super impressive to see a procedural generated Game in such a short Time.
I like in general the paralax scrolling and the idea itself.
The Animations of the mouse where neat.
But the graphics could have needed some polish especially the background
But overall, nice Game well Done Keep going.
The counter is unfortunately a feature that got a bit botched due to the deadline… The little crown in the top right corner is actually a honor counter. Our project was that, each time the player dies, the honor received in his last run would be converted in gold (the main idea was to implement a bid system, where a coefficient would have been applied, depending on the insurance you'd subscribed to). All of that was cut due to time, so the honor counter simply reset and the sum of money owned by the player is only indicated in the dialogs. But we're aware that's a clumsy fix…
I liked the background music, very fitting. Sound effects and maybe even voice overs would have been great.