• Kwisarts
  • 2 years ago
  • 15th


You play as munchun, a friendly little demon who wishes to save his furry animals. Unfortunately, he is a blood demon and tends to use too much blood. Everytime you barf blood, you lose a bit of your life and you are limited on options to get it back.

Important note: the game is (unfortunately) not finished.

You may still be able to play it and finish it though... but because I was running out of time and was not able to play test the game, the level design is terrible.. Note that the elements (such as monster doors, donation booths and animals) are randomly placed, so each time you play, the layout will change! You won't really feel the change though...

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Munchun is a platformer shooter in which you try to rescue animals while killing monsters. As you shoot enemies, you lose blood. You can get some back in various ways.

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How to play it

Your goal is to find the exit. It will only appear if you either:

  • Kill a certain number of enemies
  • save a certain number of animals

You lose health by:

  • barfing (attacking) (but just a bit)
  • when being attacked by a monster

You have several ways to get health:

  • You only gain a bit, but collecting coins gives you health because they are blood coins. You need blood by any means necessary.
  • Use your coins to donate to donation booths.
  • The most effective way to heal is to sacrifice animals. It's even easy, they are unable to move!

You may also get upgrades:

  • sacrificing an animal randomly gives you one of the three following upgrades:
    • Increases your maximum Health.
    • Increases your attack damage. Careful, it also hurts you more to barf
    • Gives you free money. Who would say no to that? *donating might sometimes give you a maximum health increase
  • killing monsters makes you stronger! You gain a bit more of maximum health, a few coins and more damage once you've killed enough!
  • Being an altruist isn't that bad, saving enough bunnies will give you a significant ammount of maximum health.

Watch out with your sacrifice! Yes, it's easier for you, since you are a blood based demon. But it also makes the monsters tougher...

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Controls (keyboard)

Note: Unfortunately, I lacked time and couldn't add the choice of keyboard (wasd or qzsd). It's not that I didn't think of it, it's just that I was in a rush. (well, you'll notice, considering how unfinished the game is)

  • W key - go up (jump)
  • A key - go left
  • S key - go do... wait, that's not in the game
  • D key - go right, pretty straight forward right?
  • Left arrow - barf/shoot to the left
  • Right arrow - barf/shoot to the right
  • E key - Action (sacrifice, donating, exiting)
  • F key - Secondary action (save)
  • Escape - No one escapes fate
  • alt + enter - Fullscreen

If you die, restart with the R key!

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Known bugs

Butterflies, Flies, Bees, Wasps, spiders, moskitos... the list goes on

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Personal notes

The game exhausted me. It is frustrating because the main mechanics were there and I think the game could have potential.

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  • Vojaz
    Vojaz Vojaz Level 7
    • Nice graphics, spitting bloodballs still not sure what is was. :P
    • It feels you jump into the unknown when going down.
    • Not sure if going down means you die or go to the next part. The score make me asume the next part?

    Overal fun to play.

    • Kwisarts Kwisarts
      Level 49

      Going down warps you on the top of the level! Not very clear I admit, especially since everything looks the same. :)

      Thanks for your feedback!

  • Kodiqi
    Kodiqi Kodiqi Level 6

    I enjoyed playing this, I think mainly down to the controls being responsive and the jump having a nice weight to it; always crucial in a platformer. I felt a bit directionless while playing, I knew I was trying to save the little animals but I didn't know how many were left or where they were, so I was just wandering around trying to find them. Eventually I found an exit which ended the game. I felt a bit overpowered too, I think because coins gave me health. If coins could only be redeemed at the piggy banks, instead of also giving you health as soon as you collect them, I would have played more conservatively. As it was, I never felt the need to sacrifice anything because health was always abundantly available. I know you wanted to get more into this game but ran out of time (I know that feeling) but I think this is a solid start.

    • Kwisarts Kwisarts
      Level 49

      Yeah, since the level design was thrown in very quickly and late, I didn't have the time to balance it. There are too many coins scattered and enemies don't hurt you enough or are too easy to kill without taking damage. The easy fix is indeed to prevent the coins from healing you! So naturally the level design suffers from it too. To avoid building a long linear level, I tried to build some kind of arena but as you noticed it's... not very good. Now I know though. :)

      Thank you for your feedback!

  • Lucky Pixel
    Lucky Pixel Lucky Pixel Level 2

    Very nice pixel art and character design. Wish there was more to the level and more to explore. The controls felt good though. Enemies could be more difficult. Nice sound that goes with the theme.

  • baku
    baku baku Level 40 Patron

    Shame you didn't get to finish this >.<

    Controls were all good n nice, felt pretty fun to play even though it's unfinished, just running around shooting slimes and knockoff cubones! 10/10 art of course, expected nothing else from kwishy :D

    • Kwisarts Kwisarts
      Level 49

      Buhahaha thanks! :D This time though, the time I spent on art is at fault (unlike Max Wax, where I struggled with code) Will either collab next time or be better prepared!

  • Rohbert
    Rohbert Rohbert Level 13

    The jumping mechanics were good. As was the shooting. Unfortunately, the game lacked direction and motivation. I was just wandering aimlessly saving animals and shooting stuff. It was fun to do that, but could not hold my attention for more than 4 minutes. Very nice graphics and music though.

    • Kwisarts Kwisarts
      Level 49

      Yes, undertstandable. Unfortunately, was not able to finish the game so the level design was very quickly done, but it was supposed to have more meaning than that . I mean you can still finish it but reaching the exit doesn't make you feel like you accomplished anything...

      Thanks for the feedback!

  • Levi D. Smith
    Levi D. Smith Levi D. Smith Level 10

    Cute little platformer. Somehow I ended with a fraction of a coin, something like 243.67 so maybe round off the coin value. I could tell that sacrificing the bunnies would give me health back, but I couldn't figure out what saving them did. There was a little bit too much screen shake in the game for my liking.

    • Kwisarts Kwisarts
      Level 49

      Yeah, the lack of time didn't allow me to tweak many things, such as the rounding of coins and making the choice between saving and sacrificing more meaningful!

      Thanks for your feedback!

  • Josiarthei
    Josiarthei Josiarthei Level 4

    I'd just like to say that your last game was my introduction to GM48 and a really neat first look into what could happen. Gorgeous game!

  • pmmj
    pmmj pmmj Level 2

    Well, first off the art is phenomenal. High quality sprites for both the player and the monsters. The sound is also catchy and I love the barfing sounds as mentioned in other comments.

    However, the game play was not up to the level of design. This is mostly my fault, but on the first playthrough, I did not know how to shoot (I didn't read the instructions thoroughly, sorry), yet I still managed to finish the game. Throughout all the playthroughs, I didn't really feel the impact of sacrificing the animals versus saving them. The camera felt off and bouncing on the enemies at the top of the level is dizzying to say the least.

    That being said, this game has immense potential. I can tell you put a lot of effort into the art, and I'm sure the gameplay is close to being fleshed out. If you do keep working on this, I'm sure the final result would be great!

    Can't wait to see what you do next!

    • Kwisarts Kwisarts
      Level 49

      Thank you! Yeah my lack of time was a serious problem for the level design :D

  • Tecna
    Tecna Tecna Level 10

    As I said to you on tehwave's stream today, the art of this game is top notch, the animations are really nice, your art is really something special, you have a lot of talent and dedication. If you happen to find a skilled programmer partner who shares your sense of humor, you two will be unmatched. Good luck on your search!

  • Peter 🌊 Jørgensen

    It's a shame that you didn't finish the game. It has a lot of potential–the artstyle, the gameplay and the incorporation of theme.

    You should always save the animals.

    • Kwisarts Kwisarts
      Level 49

      Thank you! I wish I had time to make the sacrifice/save mechanic more meaningful at least. :)

  • Yumeito
    Yumeito Yumeito Level 5

    Man I wish I could make art like you. I've played all the games you've made so far for GM48. And you never fail to impress. How on earth do you program and make such beautiful pixel art in such a short time?? Took me about 4-5 hours to make a bunch of stick figures XD

    The game perfectly fits the theme. The camera movement is also perfect.

    Good job!

    • Kwisarts Kwisarts
      Level 49

      Well for this game jam there is a simple answer: I spent way too much time on it. The player sprite took about 1-2 hours, the enemy sprites each about 1-2 hours, and the rest probably about 4-5 hours? Way more if I consider the things I had to redo/give up (such as the background that was supposed to be better than this...) I didn't record the time there but it was probably more than 30% of my time and that is wrong. The result is that the game is unfinished. :/ To be honest, this game made me feel like I needed to collab with someone cause I digged on the sprites too much. But don't say you can't do like me! It's a matter of years of practice!

      About the theme, I don't think it's perfect, the sacrifice mechanism doesn't forces you to choose. :o

      About the camera, now I'm confuuuuuseeed. The previous feedback states the exact opposite. :D One thing for sure though is that the camera should focus more on where the player might go, such as below.

      Thanks for your feedback!

  • Fachewachewa

    Beatiful game, but the music loop is too short !

    I'd say the biggest problem here is the camera, it's moving too often, even when you're just moving left or right. I think the fact that it lags behind the character makes it worse. This almost gave me a headache as the character moves pretty fast.

    I'm not sure how it works in GMS2, but I'd say making the camera move instantly and when the player is a 2/3 of the view width, or something like that, would have been better And yeah, being able to see below :D

    • Kwisarts Kwisarts
      Level 49

      Well the music loop isn't short, the drums often changes but not the melody. (but I hear you) Music is not my forte, i'm usually a bit better at this but for this project, i don't know why but I was unable to build something correct...

      Ah I see, make the camera faster then. Though I'm not convinced it should be instant, as it makes it smoother if it's not instant; as for the rest, i'm probably too much of a beginner to do that kind of things easily but I can try to improve it!

      Thank you for your feedback! I didn't realize those were issues (except for being able to see below)

  • TheCalster
    TheCalster TheCalster Level 4

    Fun game with awesome art! The monsters were really cool, and liked that one of them wasn't killed by jumping on them. forcing you to use the barf attack. I enjoyed the player progression that each interaction offered. Whether to save or sacrifice the animals reminded me the bioshock little sister interaction which was cool. I think a visual representation or indication of the upgrades the player receives would be a good addition. The jump felt a bit off, I think perhaps it was that the player immediately starts to fall as soon as you stop holding spacebar, instead of decelerating, and then accelerating towards the ground.. I think, haha, not sure.

    • Kwisarts Kwisarts
      Level 49

      Thanks! Yeah, after play testing the game (thing I was unable to do before publishing it..) I realized you had no indication on your upgrades and it's confusing. As for the jump, oh, possibly. I'd need to check on that (should be easily fixed with a lerp?)

  • Jupiter Hadley
    Jupiter Hadley Jupiter Hadley Level 11

    Very interesting game! I included it in my GM48: Sacrifice compilation video series, if you’d like to take a look. :)

  • Tero Hannula

    I had already played and rated this before, but now giving verbal feedback back :)

    I do really like your pixel art for this and also for previous jam games, animations are good too. Unfortunately this also was unfinished :( Your last jam-game had really good idea by the story, this had more gameplay oriented take on theme which is not bas eiter :)

    I would like to know base for shooting blood with keyboard, was it easier to code or game design decision? As this was bit unpolished, the controlling shooting direction did not feel necessary. Not any bad either, but as player the simply shooting button would have worked.

    What I annoyed me most was the camera, which stayed too much behind when moving around, it made especially verticality harder. Maybe little bit slower-paced player movement, and level design on either more horizontal or vertical - oriented, so player have more sense of direction and place in the world. But that might just be caused by time running out. Also anticipatory camera movement?

    • Kwisarts Kwisarts
      Level 49

      I just felt that shooting in front of you was restricting. Of course, as the game is now, it doesn't seem necessary; however, if you were to flee from an enemy, that means you can still attack it as you do so. As the game is right now, there is no point to it cause it seriously lacks challenges, the fault to being unable to implement all the elements I wanted.

      About the camera, I did not actually intend to have the game be vertical, but as time ran short, I tried to do something "unusual" by adding verticality, hoping it would give the gameplay another depth. Well, didn't work well. :/

      Also, it's my first game using game maker studio 2, so I am not yet used to the new camera system, though to be fair I am not used to correctly use the camera. Not surprising, I am still a beginner and to be honest, although i'm disappointed that I didn't finish the game, I still feel that I accomplished a lot as it is my first time trying a shooter and I added many things I never tried before. :)

  • Veralos
    Veralos Veralos Level 33

    The art is wonderful (definitely the best I've seen so far) and the audio is great, especially the barfing sound. The music is a bit repetitive, though.

    The gameplay feels solid and has some interesting concepts but (as you acknowledged) it seems unfinished. There needs to be some indicator for how many enemies you need to kill/animals you need to save before you can exit.

    I also got this error after pressing some keys on the end screen:

    ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object oPlayer:

    instance_create_layer :: specified layer "misce" does not exist at gml_Script_move_state ############################################################################################

    stack frame is gml_Script_move_state (line 0) gml_Object_oPlayer_Step_0

    • Kwisarts Kwisarts
      Level 49

      Yes, I had hesitations about giving information to the player or not. I went through not giving any until I play tested the game but obviously had not the time for that. It works in some games to lack information (like in the Binding Of Isaac) but in that case after I published it (and finally was able to play test it...) realized how it is very lacking.

      And uh, I think I see what's the error; i should have just deleted the player object once that screen is reached. :D But yeah, lack of time, not really surprising. I wanted at the very least for the game to have an end and literally threw that within the last minutes so...

      Thanks for your feedback!

  • SpaceMyFriend
    SpaceMyFriend SpaceMyFriend Level 15

    Very nice! Graphics are lovely and the sound for puking blood was spot on! The blocks of environment that you could walk through but couldn't shoot through felt frustrating. It was a little better once I figured out you could break them.

    Anyways good job!

    • Kwisarts Kwisarts
      Level 49

      Glad you liked the barfing sounds! They were pretty creative to make but took me a while to get it right.

      Not sure what you are referring to there, but I assume you mean the monster doors? Due to the lack of time, I couldn't make there more obvious that they were spawning points for monsters. I might have let them too much life though (despite already being nerfed lol) Thank you!

  • High five Machine

    Very nice art and music! I really like this one.

  • Nicko
    Nicko Nicko Level 5

    Lovely art as always from Kwisarts. I like the character concept and the idea. The level was kinda basic. What I didn't like was that you couldn't always see below enough to see if you can land on something. Maybe you could have had a way to push the camera down when you pressed S?

    Gameplay got repetitive after a while, or maybe I was just wasting too much time trying to find the door. But the artstyle was golden. I would have loved to see more of it.

    • Kwisarts Kwisarts
      Level 49

      Thanks! Well as you know, the game is unfinished anyway. :p

  • Jean-Michel Bourget

    Classic kwisarts, back at it again with his amazing artstyle. Loved the concept & the gfx. Keep up the good work!

    I found the music a bit repetitive on the long run & there were some bugs (collisions, rounding) but I found the exit, so hooray for me \o/

    • Kwisarts Kwisarts
      Level 49

      GFX was tedious to make but it was fun! And yeah, I'm a bad musician :D About the rounding bug, I thought I made it correctly but yeah, the lack of time I had to test was really a problem, those errors are expected. xD

      Though I am not sure what collision bugs you're talking about exactly?

      Thanks for the feedback!

  • Problematicar
    Problematicar Problematicar Level 36

    This game look absolutely gorgeous, and plays pretty well, but there's not much to do in the end, and it ends up being the same things over and over again as you warp your way back to the top of the level.

    The level itself wasn't too bad, but it could've been better, definitely one of the weakest points of the game, along with some visual bugs.

    • Kwisarts Kwisarts
      Level 49

      Yep, lack of time didn't allow me to make something better, sorry xc

      Thank you for the feedback Propro!


For the 23rd GM48, the theme was sacrifice! Thinking of an idea wasn't as easy as it was for the previous jam, so I went with this platformer shooter where you use your own blood to attack and sacrifice cute animals.

For this GM48, my goal was to be able to offer a real gameplay and more interactivity than in my previous games. Unfortunately, A bad time managment made me unable to make level design. The game was unfinished, but still ranked 15th.

Note: throughout this post-mortem, I might reference The ascension, my previous GM48 game that ranked 2nd.

What went right

1. The art

The visuals tend to be what I do best when making my games. I was rather consistent with that, ranking first and second in the 21st and 22nd GM48 and 2nd for the 23rd. Not first on art overall, but first if we only consider pixel art. :) Considering there were other neat looking pixel art games, I'm happy! It's also what took most of my focus.

2. The base mechanics

If the level design isn't good, at least, the basics are there. You can shoot, jump, move well, sacrifice enemies, kill enemies, etc. It is the first time I really manage to squeeze in a more complex mechanics and I am happy of the result!

What went wrong

This is where the post-mortem gets a bit more interesting.

1. Time management

  • Too much time spent on art. I was not focused enough on the game itself and got lost into details. Sure, the game looks great, but the level design is horrible. It could have been solved with animation simplifications and spending less time on deciding what to go for.

  • Lack of preparation. Because it was my first time using GMS2, I was not used to several things and was not properly prepared. Because I used to use objects to make my autotiling and that I wanted to optimize the game, I tried to deal with the autotiling built-in system but understood it wrong. I ended up brushing manually each elements like you would with GMS1.4 base level editor. This instead of autotiling made it far longer to create level, so I was not able to test anything prior to release and had to deal with it. If I had a better understanding on how I could build a level, I could have saved really precious time.

  • The scope was too large. I expected this and don't regret my choices as my goal was to do something "bigger" than The ascension. In the end, it didn't pay so much and it didn't help level design or immersion.

2. Lack of sleep

The last day was painful. It's a bit surpising because last GM48 for The Ascension, my pattern of sleep was exactly the same. I slept 2 hours the first night and didn't sleep the second night. I guess I was more stressed this time around and couldn't handle the lack of sleep as well. When I was working the last day, I felt absent at times and had a hard time concentrating. It made it more difficult.

3. No immersion

If I don't regret the scope size, I do regret that I was unable to put some of my heart in the game like I did in my previous games. I used to add texts there and there, but the lack of time I had this time made it impossible. I guess it made it less motivating/interesting because I really love to "talk" to the player in some way or another. Unfortunately, I was not able to tell a story in game this time.


Munchun's final state is really frustrating. There is a lot I could have added and I really feel bad for not being able to include my usual speech in game to communicate with the player. On the other hand though, the base mechanic works and that was my main objective for this game jam. The game is not a success, but I still achieved what I intended to, which is pretty good in the end.

Munchun finished 15th, which is better than Max Wax, the closest game in terms of gameplay. This is a pretty good improvment and I am happy it got 15th despite being unfinished. :)

Result 15th
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