Muju Juju - Strategy Game

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mujucru
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Muju Juju - Strategy Game

Post by mujucru »

Hey, we just finished our game Muju Juju! It's a 2D strategy game where you play as an old guy that summons an army of minions to protect his shrine from scary beasts. The game features 4 minions (each with their own skill tree), 4 biomes, 3 enemies, and many more runes, hats, and mushrooms. All development was done in LOVE. Check it out if you have a few spare minutes and let us know what you think!

Download the game on itch.io: http://mujucru.itch.io/muju-juju

Here's a screenshot:

Image
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qubodup
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Re: Muju Juju - Strategy Game

Post by qubodup »

Pretty cool and using the mac release + 7z I can play it on Linux.

Cool presentation, the UI is great and I like the music very much. Gameplay is apparently slow and repetitive, at least in the first level.

There are no credits though and http://freesound.org/people/qubodup/sounds/160743/ (and possibly other resources you used) requires attribution.

Video:
lg.newImage("cat.png") -- made possible by lg = love.graphics
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
mujucru
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Re: Muju Juju - Strategy Game

Post by mujucru »

Thanks for the feedback! We'll be getting a credits page up ASAP, thanks for letting us know.
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Ranguna259
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Re: Muju Juju - Strategy Game

Post by Ranguna259 »

Wow, I don't know why I only noticed this now, your game looks incredibly beautiful, nice work :crazy:
LoveDebug- A library that will help you debug your game with an on-screen fully interactive lua console, you can even do code hotswapping :D

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T-Bone
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Re: Muju Juju - Strategy Game

Post by T-Bone »

This is a really nice game! I've only played a little bit, but I'm sure I'll come back to it. I have one problem with it though: gamepad support is lacking. While walking works fine, summoning is awkwardly mapped to the R-trigger, and I found no way to purchase upgrades from the gamepad. Please fix this!
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Nixola
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Re: Muju Juju - Strategy Game

Post by Nixola »

It looks really nice, but I find the first level a bit too long (10:29 minutes for the first level and only a bronze medal?) and I have to play it again to unlock the next one, if I fail this time I'm not sure I'll try it again. I like the settings page.
The first summonable monster seems to vulnerable to knockback, which often makes Burst useless
Just another question, why do my units (mage and minions) constantly lose health?
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mujucru
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Re: Muju Juju - Strategy Game

Post by mujucru »

Ranguna259 wrote:Wow, I don't know why I only noticed this now, your game looks incredibly beautiful, nice work :crazy:
Thanks! :)
T-Bone wrote:This is a really nice game! I've only played a little bit, but I'm sure I'll come back to it. I have one problem with it though: gamepad support is lacking. While walking works fine, summoning is awkwardly mapped to the R-trigger, and I found no way to purchase upgrades from the gamepad. Please fix this!
Yes, gamepad support is very much in progress. Thanks for bringing it up on our radar though, we'll definitely put more work into improving it.
Nixola wrote:It looks really nice, but I find the first level a bit too long (10:29 minutes for the first level and only a bronze medal?) and I have to play it again to unlock the next one, if I fail this time I'm not sure I'll try it again. I like the settings page.
The first summonable monster seems to vulnerable to knockback, which often makes Burst useless
Just another question, why do my units (mage and minions) constantly lose health?
The health decay is a balancing mechanic. Because of the short cooldown for summoning things, it was too easy to get out an army of 10-20 minions which was crazy. The health decay on Muju is there to make it easier to die (if you were doing well it would be incredibly difficult to die which made it really hard to get juju).

As for the slow pacing, this is something that's been brought up a lot. We're looking at moving away from a survival model and introducing "scenarios and objectives", which would give you concrete goals to accomplish and shorten most games to only a few minutes. Hopefully that will fix some of the issues there.

Thanks for the feedback everyone! We also have a credits page up now.
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