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A jam submission

Musou PalsView game page

Monkey Jam 2025
Submitted by TrashTasteFan1954, loppio, Shimo — 51 seconds before the deadline
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Musou Pals's itch.io page

Results

CriteriaRankScore*Raw Score
Fun & Game Design#43.8393.839
Audio#63.5893.589
Visual Style#74.1074.107
Originality & Innovation#143.5183.518
Theme#463.1613.161

Ranked from 56 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Two monkey pals co-operate to save the day - play alone or with a pal!

Did your team create the vast majority of the art during the 4 days?

Yes

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Comments

Viewing comments 31 to 12 of 31 · Next page · Last page
Submitted(+1)

Fun game, love how you nailed the theme, really creative to have one person use the mouse the other the keyboard^^

Submitted(+1)

Really polished and super fun! I hope you add more options to this, like upgrades or a leaderboard.

Submitted(+1)

Ployloop and art are amazing

Submitted(+1)

really cool game, polished in all aspects, really good job!

Submitted(+1)

Like the vibe of this game,  only thing is you can just kinda cheat by waiting at the bottom for the enemeies to spawn. Other than that nailed it.

Submitted(+1)

I love it!

the vibe immediately reminded me of the Sift Heads World games, thanks for unlocking this core memory for me XD

Submitted(+1)

Great game! I like the take on the theme: Pal, as the player could play with a real-life friend. The SFX are also crispy, and the music is really good. A pretty unique take on horde survival gameplay!

Developer

thanks for checking out our game! yea i like how our interpretation of the theme came out too, it was the programmer's idea and i tried my best to reinforce it through the designs. also really happy with how the game sounds...... thanks to our composer for the different versions of the main track and taking the time to find free sound effects for our programmer to work with.

Submitted(+1)

ITS REALLY FUN! the music is also a strong point and the gameplay loop is satisfying. You guys did pretty well ^^

Developer

the music 🔥 🔥 🔥 thank you!

(+1)

need this song in my playlist. Also huge fan of this style

Developer(+1)

Here's the full version of the track:  https://youtu.be/NpGkMzkPDpU :D

(+1)

need this song in my playlist. Also huge fan of this style

Submitted(+1)

Love the art style and the game play felt really nice and intuitive!

Developer (2 edits)

thanks, i feel controls can be tricky to get right in these jams but are so important, so i'm glad it felt nice!

(+1)

absolutely peak from the art to the loop, i really wanna know about spritework, the animations and the forced perspective of the 3D enviroment it feels really natural and i gotta learn how thats done amazing game love it 

Developer(+2)

Thank you! The sprites were done by loppio but in terms of putting them in the 3D stage: it's nothing crazy, the sprites are just on quads that are tilted away from the screen a bit (see attatched image). Also repurposed some of my shaders to minimize clipping of the sprites through 3D objects but you'd be much better off just using camera stacking and/or messing with render queue order.

(+1)

some of the best insight ever thank you kindly, been wating to step away from pixel art and retro look and branch out to my other styles, thanks a ton!

Developer(+1)

thank you for the interest! i want to take some time to write up a response so it'll have to wait til after voting grind, but if you have something specific you want to know about the spritework and animations i can focus on that?

(+1)

yess thank youu :p i wanna know more about scaling and whatnot; specifically ive just never dabbled in the ability to use other drawing and how they would scale and if they would need to be a certain resolution or things like world, i love what you done with the cell shading and that would be a super benefit to learn (and in other realms like a pixel texture filter) just wanna learn more about this type of creation to escape the pixel work a bit 

thanks 

Developer (1 edit) (+1)

not sure i can give great advice on scaling here because i was kind of making it up as i went, i started off drawing the zombies at a 2048x2048 canvas and drew at that general scale for most assets, except when i realized that drawing things relative to the entire screen (helicopter frame, results box, the sniper in the corner) to that scale would be wayyyy to big for my comfort so i drew those on a 3840x2160 canvas. here's an image to show how ridiculous the scaling was in comparison.

this ended up being annoying when i wanted to see how things would look in comparison to each other so in future i think i'll stick to drawing from 3840x2160 or double that, which will get scaled down for most screens anyways. in general i think you wanna draw big, it'll give you more leeway to scale things around even if ideally you don't, but particularly with the tight turnaround of a game jam you'll have to accept that it might happen. in this case since the slasher and enemy sprites are put on a 3d plane to be skewed slightly to the camera you can't maintain the original image quality there anyways. and if you're importing into unity make sure you're exporting as squares with dimensions by multiples of 4, personally i want to get more hands on experience with the game engines so i better understand how to make easier to work with assets but if you aren't working with the programming yourself, i'd suggest asking the devs for their preferences!

there's actually very little shading on these assets, just around the heads of the enemies so they're more readable from the rest of their body and behind the ribbon on the results screen. i'm honestly not confident with shading and it also saved our programmer time not having to apply shadows on everything, but i'm glad the style seems to look great without. i tried to design with distinct shapes and in mind so they could be read without a lot of detail. you can see this with the sniper where i avoid detailing the limbs by posing them out from the body, and the bat where the square body leaning back and forth and shape of wings angled in and out have enough change between the poses to convey flying and attacking in just two frames. use references!! i didn't know how to draw most of this until i looked at references for what i wanted. and worth noting that our programmer actually moved the sprites in engine for the dying and swooping motions, otherwise the enemies are just two frames of animation. the thick borders were also their preference, and i think it helped the assets pop from the environment without shading.

another thing, and this is just my preference i'm no expert, but i notice sometimes when art is scaled down to playable sprites the lineart looks too thin when you see it ingame. if you have time outside of jams you could do some practice sprites in different brush sizes to see how they look on a game screen and go with what you think looks best. i'd also watch out for assets having visibly different line widths from each other ingame, i'd try to draw anything meant to be on the same plane with the same brushes or at least being able to check them side by side to the scale they'll be on screen. i personally don't think lineart on backgrounds should look thicker than on assets in front (things further away look smaller) but in the end it's your own style so just try and see what you like. 

maybe the programmer can tell you more about pixel texture filter, if you're talking about assets looking kinda pixelated in our game. i don't know why they're like that, it probably has something to do with how it's rendered or set up in the engine.

sorry if some of these answers weren't as helpful as you wanted, i'm frankly not so experienced with all of it myself but i threw myself into the deep end with this project and you can see how it turned out (good i hope....) in general i think there's a lot you'll learn just by trying and seeing what you like, so just try things! and if it looks bad you'll be able to learn from and correct it moving forward.

(+1)

you are a godsend thank you so much for taking the time out to explain and write all of this that is something not so often done. 

I’m going to take what I learned and make some new stuff in my free time, thanks to you I have confidence and motivation and if I ever release anything with the things you taught and explained I will put you in the credits reguardless, thanks tons cannot thank you enough once again this is awesome information. 

Submitted(+1)

I found the game really cool and well-developed, it’s great to play and spend some time with.

Developer

wow that's great to hear.... i was worried about the game being cool but without enough to really spend some time with so i'm glad you think that.

Submitted(+1)

Super fun! The combat is really satisfying

Developer

thank you! glad we managed to make something that feels good in the time we had.

Submitted(+1)

Loved the simple but addicting gameplay! The visual style and music was also on point!! I couldnt stop playing...

Developer (1 edit)

oh shit your art looks hella sick wtf. glad you liked our game!! i'm personally quite flattered. couldn't stop playing...... that good?

Submitted(+1)

Oh, this game is gonna be HARD hard 🥲

Took me a bit to even get to 1k 😭


But hey, look! I got a cute hat!! 🥰


Anyway, GREAT GAME!! 😤👍🏽

Absoluetly loooove the vibes!! 🤌🏽❤️‍🔥

Developer (1 edit)

thank you!! i love the cute hat :> do you recognize where it might be from..? 🤫

Submitted(+1)

5 stars all the way, this was so fun! i absolutely adore this one! this could technically be like one of those couch co-op flash games, it could fun if you wired up something like twitch plays to it, so that chat snipes and the streamer runs around. Absolute peak, love it!

Developer(+1)

thank yewww!! all 5 stars is seriously wow. seriously??? yup you could play this one fireboy watergirl style, apparently people have already been having fun with their pals on this one and it's so cool to hear. twitch plays could be fun but, i imagine chat can't be too helpful with all that delay..... but if it's like, chat could register as multiple snipers that average out their clicks across the screen, i could imagine a rather chaotic streamer chat dynamic from that. or evennn, chat is collectively sniping the streamer 🤯 which isn't very pal of them but i could see that being quite fun.....

Submitted(+1)

This game is actually peak. If this doesn't get top 5 I'm going to crash out

Developer(+1)

top 5 would be crazy.... i hadn't fathomed that that could be in reach for us (me) but a few people like you have been very enthusiastic about this game which makes me feel better about what we made, so thank you!!

Submitted(+1)

I like the concept! Visuals match the chaotic nature of the gameplay (I especially like the black outlines on the level objects).

Fun to play, would work great as a roguelike where you unlock abilities for one of the two characters as you play.

Developer(+1)

the concept is thanks to our coder who also gave me some direction on the visuals like the bold borders. glad it felt fun to play. unlocking abilities for either character over a roguelike sounds fun, and could've made for some really pal-like mechanics.

Submitted(+1)

Such a simple concept, but very clean and powerful! I love the art, the gameplay of juggling shooting and geting combos with slashes is great! I seriously can't get higher than 15x combo without losing a life! Amazing execution with this game!!!

Developer (1 edit)

thank you!! this was all our first time working together and lowkey it was kind of a gamble with me but i'm happy it all came together clean and powerful. yea trying to aim for high combos of zoms is fun, wonder if anyone's managed to get past 20x which is where i stopped making unique assets for it.

Viewing comments 31 to 12 of 31 · Next page · Last page