Miku's Minion Madness by Miku
Play the latest version of Miku's Minion Madness using your browser!

You take the role of Hatsune Miku, playing cards against the forces of evil in this laned round-based minion fighter! Become a powerful summoner and defeat all enemies to take down their base, but be careful! The forces of darkness are coming for your base, too!

Every ten seconds, you are granted more resources in the form of Miku Points (MP), and those points can be spent playing the cards on the bottom of your screen. If none of your cards are good for your situation, swipe down or right click a card to discard it - for the low, low price of 1 Miku Point. To play a card, drag it into one of the three lanes in the battlefield.
The waves per round are endless, but the game will end after 3 round wins in a row!
Use your adorable minions to defeat the forces of darkness!

Credits: * Miku, Art & Design * JWoe, Design & Effects * poco0317, Engineering * Emiri, Audio * Kooh, Art Support * Misa, Design Support
This fan-made project is not affiliated with Crypton Future Media and features an adaptation of:
Hatsune Miku, © Crypton Future Media, Inc. 2007, licensed under a CC BY-NC: https://creativecommons.org/licenses/by-nc/3.0/.
| Link | https://mikusquared.itch.io/minion |
| Original URL | https://ldjam.com/events/ludum-dare/56/mikus-minion-madness |
Ratings
| Overall | 393th | 3.692⭐ | 119🧑⚖️ |
| Fun | 436th | 3.535⭐ | 116🧑⚖️ |
| Innovation | 509th | 3.342⭐ | 116🧑⚖️ |
| Theme | 641th | 3.571⭐ | 114🧑⚖️ |
| Graphics | 702th | 3.409⭐ | 118🧑⚖️ |
| Audio | 220th | 3.741⭐ | 114🧑⚖️ |
| Humor | 421th | 3.25⭐ | 104🧑⚖️ |
| Mood | 548th | 3.509⭐ | 116🧑⚖️ |
| Given | 133🗳️ | 117🗨️ |
Overall solid game, the card art is good & music is great, just wish the gameplay was more engaging. It'd be really cool if there was some system of counters where different cards are better into different minions the enemy sends at you.

Managed to beat it second try, after the first attempt it was pretty easy to figure out what each card does and what it's good for. Personally I don't mind the slower pace of the combat, it makes it easy to analyze how the battles are going. With a few new features to add more gameplay length I could easily see this being a game I'd play regularly on my phone, the randomness and card variety makes it extremely fun.
Fun lil pewpews~
Not a big fan of the gameplay though - my minions kept going backwards trying to chase enemies that they had no hope of catching before the enemy minions would reach my base.
It would also be nice to be able to tell what enemy units were, the only thing I had to go off of was that bigger units were better.
It was fun, but I think I would have had a better time if I'd been able to figure out a stronger strategy and knew more about the units I was using.
A pretty simple game but the card art was fun! Hamster absolutely dominates, my strategy devolved into throwing random stuff until I had hamsters to use.

I will be honest:
- Want to see tutorial in game
- Would be amazing to add increase game speed button
- I dont understand squares on field
- Bg music cool
- Pause game on new wave - is great choose!
The pause during mana acquisition seems a bit unnecessary to me. The lemon in the T-pose is too cool! It seems this music will stay in my head forever, it sounds wonderful.
I saw that on your itch page you commented to someone that you'll add more instructions in future iterations, which I think is a good idea. It can be a bit confusing at the start, but makes sense as you go. (Also I like the little addition of clicking the hearts!)

Love the music and SFX!
As other people said, would've been awesome if the minions had a bit more character, but I assume it's because of the time crunch 😅
Could see this as a full game.
Fun! I got so attached to my tiny squares. I forget what card it was, but you can see in the screenshot, I won when one of my tiny lil buds got past the enemies and finished off the last quarter of a heart of the boss with a bunch of enemies honing in on them. A cinematic ending!
Good job
Only things I want to suggest, I had very little idea what the numbers meant. Heart I assumed was hp? The starburst.... damage? But then there's also speed and ai (whether they'd fight everything or try to run by). But I think my biggest thing... some way to know which units where yours and which were the enemies.
But overall, great entry, thanks!
- more visible stats: speed, units count, attack spread, attack range, attack rate...
- maybe a stat that defines their behaviour when encountering enemies: "I don't care, just going for the towers", "I don't care about the other lanes", "Oh that guy is on the other side of the map? Don't worry, lemme take care of that", "I'll stay around my tower, don’t worry guys, you can go without me",...
- deck building feature
Had a lot of fun nonetheless! The Music was awesome.
PS: the corn sniper is super useful
Great entry.
https://youtu.be/OQAGwbz_CFE?t=317
Also Wanted to ask if youre fine with me using gameplay + music from the game in this LDs [score chasers tournament](https://ldjam.com/events/ludum-dare/56/$405421/ludum-dare-score-chasers-qualification-begins) intermission video. (Would play in the breaks of the tournament on my stream). Last year for reference
https://www.youtube.com/watch?v=YuddhZScWxo
Thanks for streaming us! Please feel free to use our gameplay+music.
With some improvements in the battle graphics (battlefield, enemies, etc.), it will be a really good game!
The music and SFX are really good. Something good for field battles and without that medieval characteristic that most battle music has.
I can already see it on Steam or something like that.
Congratulations!

I would've liked to see a bit more info about the cards before I played them (Size, move speed, attack range, etc.), but I can't say off the top of my head how you would go about explaining that information without the UI getting cluttered.
Overall, nice job!
A couple of notes:
- There seems to be an issue with the audio - could be my side, but it would often speed up and slow down, which led to a lot of artefacts and distortion.
- There could be better designed UI and battlefield units to match the high-quality artwork - the discrepancy between the two styles is a little off-putting
- I had units following enemies all the way back to my side of the board, and sometimes would ignore enemies entirely
- The balance of units was a bit confusing to me - there was a 3-cost for a 15/2, and a 4 cost for a 2/2. Sometimes they would play with multiple unit spawns and sometimes not!
I hope these notes help you improve the game and I hope you guys continue to work on it! Thanks for making it :smile:
Very cool gameplay, I liked it. Also cool theme fading in-between rounds. I will add a couple of notes as well:
- While I understood health and attack icons, there's no information on quantity of minions within a card. Hard to tell what is more useful based just on those two stats.
- Some of the units will spawn ahead and some just near the white square. With that it is hard to defend it because those far ahead will ignore attackers.
- Idk how did you managed to pick each new card (plain random pick or smth else). While it is not neccesarily bad, it would be nice to feel more "fair" picks. For example, playing with weights or using some techniques like shuffle bag. There was a moment where I got almost every time cats only but soon after I got two Miku cards.
- Miku card is almost too OP. But not because it has a lot of damage and health. It beats every enemy 1v1, because they just can't attack because of Miku's high range.
- Also because of that mix of styles, white squares are looking like blank sprites to me tbh. Just an observation idk.
- For some reason, Web version on ldjam.com failed to load on my browser (Arc, chromium-based browser). Itch is just fine. I had troubles with ldjam site myself.
Very well done anyway! Great entry!

https://www.youtube.com/watch?v=yU9DkfNn6tc
~XpMonster
PS: I never expected lil rectangles to be so cute but somehow you pulled it off lol