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#3 - Small Update: Bye Bye Rank
apart from the map improvements, i got two bigger tasks at hand and a few starting to take form in the background.
Some players advanced further than i thought possible in snake mode. Of Mice and Moggies is not at all optimized to run with that many map objects, causing a drop in FPS at some point. This might be a surprise, as the game looks so simple - but any game that is poorly optimized for a specific tasks can run badly on any machine. However, I did some profiling and improved the performance a bit. I'll keep watching the highscores and improve as necessary. If you have performance issues, please tell me (easily hearable if the footsteps in snake get slower). I also raised the maximum speed, as it seemed to be too easy so you could go indefinetely - maybe because of the control improvementes from Update #2.
I got some very valuable Feedback about the move counters (thank you Alan!). I think it might be interesting to a few people with how few moves a level can be done. For many it isn't. Basing a whole rank system on that was too much, especially with 4 ranks. The possible different solutions are not that interesting, and i don't think it's a lot of fun to find a solution that takes 54 instead of 56 steps. Because of this, i removed the rank system completely. You now get one point for each campaign level finished. After getting a certain amount of points, a minigame is unlocked - for now. After beating a level, you'll see how many moves are used in the best known solution and will get your move counters. This is still subject to change. The whole thing was mostly an expansion on the highscore system we had in our game jame entry this game is based on: https://ldjam.com/events/ludum-dare/44/fluffensnuff. The highscore there is gone, sadly. Medals are not changed in any way.
There are only two minigames right now, but i plan to add many more. I have many candidates and one implemented but not polished. If you have ideas, i'm happy to hear them ;) The Map got some improvements too. There are proper bridges across the river now, and the lizard area also got proper plank bridges. It will be improved further in the next small Updates.
We are working on this little fella too
Still testing the colors and shapes. What would happen if a ball meets a hedgehog? I'll also start giving the updates sequential numbers.
[ 2021-03-01 23:16:22 CET ] [ Original post ]
Heyho,
apart from the map improvements, i got two bigger tasks at hand and a few starting to take form in the background.
Performance in Minigames
Some players advanced further than i thought possible in snake mode. Of Mice and Moggies is not at all optimized to run with that many map objects, causing a drop in FPS at some point. This might be a surprise, as the game looks so simple - but any game that is poorly optimized for a specific tasks can run badly on any machine. However, I did some profiling and improved the performance a bit. I'll keep watching the highscores and improve as necessary. If you have performance issues, please tell me (easily hearable if the footsteps in snake get slower). I also raised the maximum speed, as it seemed to be too easy so you could go indefinetely - maybe because of the control improvementes from Update #2.
Rank and Move Counters
I got some very valuable Feedback about the move counters (thank you Alan!). I think it might be interesting to a few people with how few moves a level can be done. For many it isn't. Basing a whole rank system on that was too much, especially with 4 ranks. The possible different solutions are not that interesting, and i don't think it's a lot of fun to find a solution that takes 54 instead of 56 steps. Because of this, i removed the rank system completely. You now get one point for each campaign level finished. After getting a certain amount of points, a minigame is unlocked - for now. After beating a level, you'll see how many moves are used in the best known solution and will get your move counters. This is still subject to change. The whole thing was mostly an expansion on the highscore system we had in our game jame entry this game is based on: https://ldjam.com/events/ludum-dare/44/fluffensnuff. The highscore there is gone, sadly. Medals are not changed in any way.
Fixes
- fixed a small layout error of a tutorial popup
- fixed crash when pressing "try again" in community level
- fixed crash when trying to leave the level with the bottom left button in community level
- gamepad controls in labyrinth are now only shown when gamepad is actually used
- snake mode popup will now work better with gamepad
- headlines from explanations are now translated, were missing before
- snake highscore will not get confused by switching profiles
Improvements
- Snake mode will run a bit better with many dogs around and will get faster
- added a button in the pause menu to go back to the campaign, if inside a level
Up Next
There are only two minigames right now, but i plan to add many more. I have many candidates and one implemented but not polished. If you have ideas, i'm happy to hear them ;) The Map got some improvements too. There are proper bridges across the river now, and the lizard area also got proper plank bridges. It will be improved further in the next small Updates.
We are working on this little fella too
Still testing the colors and shapes. What would happen if a ball meets a hedgehog? I'll also start giving the updates sequential numbers.
That's it for now. I hope you have fun! I'm here.
[ 2021-03-01 23:16:22 CET ] [ Original post ]
Of Mice and Moggies
Bippinbits
Developer
Bippinbits
Publisher
2021-01-26
Release
Singleplayer Tags
Game News Posts:
11
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Positive
(29 reviews)
Public Linux Depots:
- Linux-Content [163.89 M]
Of Mice and Moggies is a smart puzzle game, where you play a cat that tries to catch various animals. The levels can look simple at first, but require you to constantly find new ways of combining the animals and objects. We put an emphasis on puzzles that are solved by being smart, instead of having a "stupid" difficulty through a huge numbers of moving parts.
You can build your own levels with the same tool we used: the ingame level editor. The levels can be uploaded and made available for other players to enjoy, just like you can play the levels other people made.
Key Features
- theme park like campaign with over 100 challenging levels
- ingame editor to create and easily publish your own levels
- play interesting community levels, made by other players
- cat license to collect medals and reward the quality of your solutions
MINIMAL SETUP
- OS: Linux/X11Memory: 128 MB RAMStorage: 200 MB available space
- Memory: 128 MB RAMStorage: 200 MB available space
- Storage: 200 MB available space
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GAMERSGATE
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