I think I broke it! I couldn't see exactly where I had my exp meter but the upgrades kept letting me go so I got to the point I had a lot of mice running all about and they had eaten the whole screen lol. A very good spin on the miner type of game. I particularly enjoyed the gems exploding!
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MICE.EXE's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Special Object Implementation | #1 | 4.364 | 4.364 |
| Polish | #5 | 3.636 | 3.636 |
| Gameplay | #6 | 3.455 | 3.455 |
| Overall | #6 | 3.576 | 3.576 |
| Theme Implementation | #8 | 3.727 | 3.727 |
| Visuals | #9 | 3.364 | 3.364 |
| Audio | #10 | 2.909 | 2.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme Implementation
Global glitches occur every 30–60 seconds and visibly distort the screen. Forty variations transform terrain, change animal forms and sizes, alter mouse counts, launch food showers, or temporarily change upgrade prices. A countdown and status card explain each event.
Special Object Implementation
Mice are the core of the game: the swarm eats destructible terrain to earn pixels. Clicking the giant mouse launches food that attracts the swarm. Players recruit more mice and upgrade their teeth, growth, and feeding abilities.
What tools and 3rd party assets did you use?
Godot 4.7.2; Codex for implementation and iteration; Silkscreen font by Jason Kottke / The Silkscreen Project Authors; licensed Retro Arsenal sound effects by Archanor VFX. Additional glitch audio is generated procedurally in the game.
How did you use generative AI?
Codex assisted with code, gameplay iteration, UI text, debugging, performance work, and testing. AI-generated target shots were used to explore the art direction. The itch.io project disclosure lists Graphics, Text & Dialog, and Code. The page GIFs are captures of the actual game.








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