You're a lab mouse under the watchful eye of a researcher testing ways to control animals. You can only move as instructed, and you will repeat your movement instructions unless given new ones. However, you're making a run for it to achieve your life's dream: the cheese. But watch out! If the lab cat gets you, you'll be in trouble.
Use arrow keys to move and space bar to jump. The game will record 10 seconds of your movements and the lab mouse will repeat those 10 seconds of movement in a loop unless given overriding instructions.
Programming - Sebastian
Art & Programming - Peter
Art & Level Design - Michelle
Music & Sound - Jes
Art - Monica
Art - Annelise
WangleLine 🌸 Level 15
I'm very confused by the overriding of the recorded movement, it appears as if it's working sometimes, and sometimes it doesn't. A better explanation or a little tutorial would be neat! o:
trolog Level 6
Hey this was very confusing, I managed to get to the 3rd section with a lot of trail and error, but this meant having to shut the game down, doube clicing the exe to start over again.
What would help, on the splash have more instructions, and allow R to restart the room.
I really loved the little graphic at the bottom,this was clever.
I felt this project maybe suffered from over scope, a lot of ideas with too little time to implement them.
I would be interested to see what this project would be if you realised it over a week maybe?
Kwisarts Level 44
- The game is very, very confusing at first. Had to read the description to get just a bit of it, and I don't even think I quite clearly got how it exactly works.
- It mostly feels like you're fighting for your inputs to count. I felt that I couldn't override anything the loop does. I think the issue there is that it's damaging the core mechanic of the game: movement. It's fine to have disruptions that act as the mechanics to master, but the control is so much taken away from you that you feel like you won by luck.
- The mice appearing time to time felt to me as they were making the game a bit more confusing than it already is My suggestion in that regard is to have clear pointers as to what you can do and what you cannot do. My experience was such that I just really felt like I had no specific control over what was happening and couldn't be able to understand what I was doing wrong.
- The line drawing in the bottom of the screen feels a bit too cryptic. You could have clearer indications. Example, when you jump, have a "jump" icon, etc
- It would have helped immensly to have a progressive difficulty. Have a first level that is very easy, just to get the controls. These usually are overlooked in game jams. It's understandable since your time is limited, but a tutorial can be no more than just a simple level to start with. Kinda like test rooms for us developers. I think I would have prefered 2 easy levels to see how the game functions rather than a full level that was quite a challenge. It's like climbing a cliff: if it's too steep, it'll be hard and discouraging. while if it's just a small slope at first and gets bigger and bigger you get used to how it functions and can manage to climb it and feel motivated to do so!
- That said, I like how there is a full background there and how a scientist is observing you!
Panda-K Level 11
I think I understood what was going on by the end (after reading the description), but it would have been nice to have a puzzle that required you to use it. I mostly just got stuck on walls and waited for my loop to clear.
Really inventive, though! I would like to see something that develops this further. Maybe if it was turn-based the player could see which movements they had queued up?
Yosi Level 9
Interesting idea. I'm still not sure if I fully understand how the mechanics work but I got to the end! :)