{"id":2360,"edition":13,"categories":1,"features":1,"size":12743,"name":"Miami Mice","authors":[{"name":"Christoph Schansky","login":"DerBenniBanni","gh":5499976}],"description":"

MIAMI MICE is a beat-em-up style game inspired by classics like International Karate and Double Dragon.

\n

Controls: Keyboard

\n\n

Controls: Gamepad

\n\n

How to Play

\n
    \n
  1. wait until the music is generated
  2. \n
  3. Click on START to begin.
  4. \n
  5. Defeat waves of enemies and aim for a high score!
  6. \n
  7. When defeated, retry ( loose half of your score)
  8. \n
\n

Features

\n\n

Technical Details

\n\n","source":"DerBenniBanni/js13k2025_miami_mice","stars":0,"comments":[{"at":410362522,"author":"Benjamin Boyd Austin","login":"bbaustin","gh":18755168,"text":"

I beat it! Pretty fun! Very nice graphics and animations. Not to mention the gripping storyline..!

\n

Gameplay-wise, I actually had a hard time knowing if my hits were connecting. Specifically, if I spammed punches really quick, I don’t think they registered. I also never landed a kick :D\nI wonder if some sound effect or hovering health bar over the enemy would help communicate if your attacks were landing..?

\n

But in any case, it was a very nice presentation with good cutscenes, graphics, and music. I liked it!

\n","games":["VOID Cat"]},{"typ":1,"at":410376142,"re":410362522,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

Thanks for the feedback, I am very happy you liked the game!

\n

Regarding the punches/kicks: Thats somehow intentionally. I started the game as “karate-simulation”, and the punches/kicks only register hits, when they are executed fully. Later during developmenet it turned into a bit more of an arcade game. But i kept this mechanic.

\n

So, if you just tap and release the buttons, the character will only start doing the movement for the attack, and return to idle state as soon as you release the button.

\n

The idea behind it is, that it should give the player the feeling of laying more power into the punch/kick, thus making it more immersive. At least thats what I thought… maybe it does not work out, haha. :-)

\n"},{"at":410415794,"author":"F肯尼","login":"kennyfully881230","gh":208875314,"text":"

This was a fun and surprising game! I really liked the entire thing from start to finish! I will play again!

\n

Thank you for making this game!

\n","games":["Heimao"]},{"typ":1,"at":410424684,"re":410415794,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

Thanks for your kind words, glad you had fun with it!

\n"},{"at":410475905,"author":"Noumisyifa Nabila","login":"numshv","gh":149067096,"twitter":"numshv","text":"

This is pretty fun! At first i kinda confused with the kicking mechanics but at last i know how to do it lol. Great game!

\n","games":["Clawstruck"]},{"typ":1,"at":410488931,"re":410475905,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

Glad you had fun with it.\nYeah, the “You have to hold the button until the punch/kick is finished” control mechanic is a bit uncommon, i guess.\nMabye I should have explained it in the game… as a first “tutorial”-stage

\n"},{"at":410481106,"author":"LuoPeiran","login":"halfTree-dev","gh":49297000,"url":"https://half_tree.gitee.io/","text":"

The Vaporwave-style graphics are absolutely stunning! I also love that characters are generated in real-time. The background music is equally impressive, perfectly complementing the game’s violent aesthetic. However, enemy AI acts nearly the same – greater behavioral diversity bewtween different types of enemies would significantly enhance the combat experience.

\n","games":["Rin the Cat Sorceresses"]},{"typ":1,"at":410488785,"re":410481106,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

Thank you for your kind words and the constructive feedback!

\n

I 100% agree, the enemies should have diverse AI-modes.\nI’ll add it to the todo-list for a (potential) directors-cut version :-)

\n

I had more enemy-types (and different movements for them) on the wish-list, but could not add them in time (and space)

\n"},{"at":410487140,"author":"Mohammed Saud","login":"rottencandy","gh":20013884,"url":"saud.wtf","twitter":"rotttencandy","text":"

Nice smooth visuals and music. The bone animation is impressive. Enemies sometimes queue up behind each other but rapid punching makes them fall quickly and is satisfying. I felt that the stamina bar gets depleted too quickly, but maybe I should plan out my attacks properly. I also never found myself using the block, it was easier to simply move away. Enjoyed the game.

\n","games":["Non-Mewtonian Cat"]},{"typ":1,"at":410511238,"re":410487140,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

Thank you for your review and the constructive feedback!\nYou are right, the blocking has no clear advantage in comparison to simply moving away. :-)\nMaybe if the cheese-throwers would not only attack in straight lines but also “diagonal”. Hmmm. Something to consider for a (potential) directors-cut version. Thx for pointing that out!

\n"},{"at":410536951,"author":"smhaaker","login":"smhaaker","gh":10542292,"text":"

I enjoyed this. Did not know what to expect from the thumbnail but was a very playable and enjoyable game.

\n","games":["CatNFish"]},{"typ":1,"at":410573684,"re":410536951,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

Thank you, glad you liked it.

\n

Yes, I have to overthink the choice of thumbnail next time… I agree :-)

\n"},{"at":410553063,"author":"xem","login":"xem","gh":1225909,"text":"

Even if I’m not into fight games, I loved the ambiance, art, animation, music and sound. Very well done! Technically impressive too. Thanks for supporting ZQSD as well as WASD.

\n","games":["I got up on the wrong foot"]},{"typ":1,"at":410573638,"re":410553063,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

A “technically impressive too” from the godfather of “js13k impressive tech” is all I’ve ever wanted to read. :-D

\n

Supporting TQSD was easy, just by using the keyboard events .code instead of the .key

\n"},{"at":410575306,"author":"Rob Louie","login":"roblouie","gh":5448110,"url":"roblouie.com","twitter":"rob_louie","text":"

All the technical aspects are amazing in this game, graphics, animation, effects, background, music. I also greatly appreciate the control choices, especially controller support.

\n

To me though, the stamina system, and button holding system can still make the game a little confusing/frustrating. And especially because the “you have to hold the button for the attack to work” thing isn’t clearly communicated, it can really feel not great. Once you get used to it it is fine, but I think more could be done with it.

\n

I actually do think you could do cool things with this system though. If the game is meant to be more of a rhythmic fighting game, which with the button holding system, it is, play into that more. First, tell the player how this works. Next, if I don’t hold the button long enough, play a little “whiff” sound effect or something.

\n

But then, if I release the attack button say within 5 frames of the optimum time, give me a little green flash and refill some of my stamina. Then have a combo system, each time I do this in a row, refill more of my stamina and show my active combo. If my combo fills up my stamina past full, put me in “super mode” and give me extra attack power and faster movement speed. If I miss a timing though, I lose my super power and drop back to zero combo.

\n

All the above is just an idea, but it would encourage players to engage in the timing/stamina system in a fun way, rather than just really punishing them for spamming attacks that do no damage but drain stamina.

\n

I still think its a very good game, no question, I just think if you embraced the mechanics and gave players a fun way to engage with them in a way that balanced both reward and punishment in a more even way, it would be absolutely amazing, and a legitimate awesome and fun new take on the beat em up genre.

\n

As it stands, its still a very cool game and amazing technical achievement. And thank you for the shout out in the credits!

\n","games":["Whiskers Witch Adventure"]},{"typ":1,"at":410595941,"re":410575306,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

Thank you for your kind words and the useful and constructive feedback! I especially like the stamina-refill upon landing a “perfect hit” and the combo-system.

\n

Maybe it would work even better completely the other way around, fully replacing the punishing “stamina” with a rewarding “combo-power”, making the hits more powerful with each perfect punch in a row.

\n

So, button-smashing would still work, but be less powerful, thus needing much more hits.

\n

I think, this time I’ll really start on a directors-cut post-compo version… :-)

\n"},{"at":410612095,"author":"Elias Ku","login":"eliasku","gh":3038174,"url":"https://eliasku.win","twitter":"eliaskuvoice","text":"

Finally got through it! It’s frustrating that dying on the first level makes the game restart from scratch, without the cat and with lives reset to zero. The stamina recharge is far too slow. On the plus side, the sunset is gorgeous, the cat’s tail animation is great, and the cheese-throwing mice are hilarious! I also really appreciate that you don’t have to restart from level one after a game over. Good work, and thank you for the game - it gave me a real old-school arcade vibe! It was fun to follow your development progress in X

\n","games":["Cat Survivors"]},{"typ":1,"at":410639732,"re":410612095,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

Oh! A bug! I never thought of trying to lose the first stage during my countless play-tests :-D

\n

Thank you for the kind review, and for playing it to the end.

\n"},{"at":410617324,"author":"Rémi Vansteelandt","login":"remvst","gh":3472387,"url":"http://www.remvst.com/","text":"

I was able to finish the game while dying twice. There is clearly a lot of work that went into the animations. All characters are well animated, and the sun’s reflection in the background is just gorgeous.

\n

I would only suggest to make the game quicker, and it wasn’t initially clear to me when my hits connected, or when they didn’t. I didn’t realize that I had to hold the jab/kick keys to actually hit someone.

\n

Otherwise really good entry!

\n","games":["CLAWSTRIKE"]},{"typ":1,"at":410639964,"re":410617324,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

Thank you for playing and glad you liked it.

\n

The speed of the game is a good point, maybe I’ll add a ramp up in a (hypothetical) directors-cut version, so it gets quicker every other stage. And clearly I’ll have to improve/change the attack-mechanic to hold the button until the attack-move is finished…

\n"},{"at":410708117,"author":"John Edvard","login":"johnedvard","gh":656024,"url":"https://reitgames.com","twitter":"ReitGames","text":"

What a great fighting game! I think it was just the right length for the jam, and horde mode for those who want an additional challenge. The animations are good, and the background changing from level to level is a nice touch. Having some more impact on the hits would make it feel even better when punching and kicking the rats. The stamina didn’t have much of an impact of gameplay for me. Maybe it could be a “shield stamina” bar instead, making it more tactical to decide when to block, and when not to block? Just a thought.

\n

The sound effects and music also work well together, I didn’t feel the music was repetitive either, good work.

\n","games":["Triska the Ninja Cat"]},{"typ":1,"at":410727124,"re":410708117,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

Thank you, glad you liked it!

\n

I really like your idea to transform “stamina” to a “shield/block strength”. Combined with Rob Louies combo-system idea, I think this would make much more sense/fun.

\n

Lets see, if I will be motivated enough for a post-compo version :-D

\n"},{"at":410733552,"author":"Mohammad Jawad","login":"mhmdjawad","gh":22205462,"url":"https://pdemia.com/","text":"

greate game the controlls are easy to use and the animations are very good, drawing and character choice are excelent and suited, well done

\n","games":["The Familiar"]},{"at":410737076,"author":"Mezriss","login":"Mezriss","gh":615453,"text":"

Very cool! The theme, animation, soundtrack, and sunset were all great. I was confused about why I couldn’t hit anyone with kicks, but apparently, I needed to hold the button until the animation was complete.

\n

There was an issue with going to Horde Mode after finishing the story - every button press brought the menu back. Starting horde mode from the beginning worked fine.

\n","games":["Onamazu"]},{"at":410739526,"author":"Michel Sabchuk","login":"michelts","gh":361492,"url":"http://turbosys.com.br","text":"

Very well crafted game! Feels easy at first but I died at least twice :D

\n

Loved the concept of stamina and the animation in general is awesome!

\n

Punching feels natural but kicking feels a bit off, it eats stamina too fast but it is not clear that worth it. Maybe a health bar for the enemies could be useful?

\n

Congratulations!

\n","games":["Black Cat's Rise"]},{"at":410743782,"author":"Eoin McGrath","login":"eoinmcg","gh":96340,"url":"http://eoinmcgrath.com","twitter":"eoinmcg","text":"

Had an absolute blast playing this. The graphics are splendid. the soundtrack slaps and battling mice has never been so much fun. Great work!

\n","games":["KleptoKitty"]},{"at":410748469,"author":"Sami Heikkinen","login":"sz1521","gh":38181301,"text":"

Nice feel on graphis and music. Very good for general. Retry is very handy :)\nNoticed some visuals from IK+ :)

\n

One bug:

\n\n","games":["Midnight Paws"]},{"at":410795572,"author":"Andy Sommerville","login":"aksommerville","gh":1869768,"url":"http://aksommerville.com","text":"

Awesome! I love the 80s-action-movie feel.

\n

The mice’s reaction when you punch them is great, but something still feels a little fuzzy there. Maybe the sound effect or the smoke? I get kind of a “floosh!” feeling from it when it should be “kathunk!”, if that makes sense.

\n","games":["Nine Lives"]},{"at":410854319,"author":"Harvey Seager","login":"hseager","gh":27302661,"text":"

Had a lot of fun playing this. I liked the humor and I’m a sucker for the NES artwork. I couldn’t get the kick to work for some reason but otherwise it played well. I had fun trying to block the flying doritos

\n","games":["Super Benji"]},{"at":410865047,"author":"Gleb Volkov","login":"malec-palec","gh":2181873,"twitter":"volkov_ayyy","text":"

I absolutely loved Miami Mice - it’s fun, vibrant, and the gameplay feels just right. The art and soundtrack really bring the atmosphere to life. If anything, I’d only wish for a little more variety in levels, but it’s already a blast!

\n","games":["Catapoolt"]},{"at":410942893,"author":"João Lopes","login":"lopis","gh":2715751,"url":"www.jlopes.dev","text":"

Ah, very polished entry. The game is sadly short, but makes for a great game demo.\nI felt like it was too easy to evade all attacks by simply moving up and down. On the other hand, the cheese projectiles really packed a punch… The music was solid. The kick attacks didn’t seem to ever land when I tried them and because of the huge stamina cost, trying to kick came with a great risk.\nNice work on the skeleton animations, really nice.

\n","games":["Meow Mountain"]},{"at":411163517,"author":"Anthony Cosgrave","login":"anthonycosgrave","gh":1410114,"url":"https://imtoospexy.com/","text":"

This is really impressive! All the cool additional touches like the cut/intro scenes before the fights, having fully extend to actually land a kick, the sunset reflecting on the ocean in the background. And it was really fun to play too!

\n","games":["Chickpocalypse Meow"]},{"at":411177784,"author":"Jasper Renow-Clarke","login":"picosonic","gh":26137750,"twitter":"femtosonic","text":"

A really fun game

\n

The music is really catchy

\n

The graphics are great and have a true 80s style

\n

I like the way the characters moved, so well done on your custom bones system, it was good that I could choose which move to use rather than just having a single attack button

\n

For me I seemed to do lots of punches and kicks but didn’t often make contact with the opponents, I’m not sure why. I’d like to have been able to jump

\n

The difficulty really ramped up quickly when there was a lot of opponents on screen

\n","games":["Mochi and the midnight escape"]},{"at":411267012,"author":"David Yushkov","login":"davidyushkov","gh":3775041,"url":"https://leetcode.com/fleple/","text":"

Enjoyed the game, music and sound are awesome, thank you! But didn’t succeed to use Kick :(

\n","games":["Hungry Cat"]},{"at":411356899,"author":"Jonathan Vallet","login":"jonathan-vallet","gh":5329099,"text":"

🦴 Impressive rigging and bone system! Great graphics, nice music, and the game is really cool overall.\nThe only small issue: sometimes I had trouble hitting enemies even when on the same plane, and I wasn’t always sure why I was losing health.

\n","games":["Witchcat"]},{"at":411386315,"author":"Kamil Żurek","login":"KamilZu","gh":113287322,"text":"

Impressive game for just a 13KB! Really nice music theme and gameplay - I really liked how You designed the mouse/rats enemies! Congratulation!

\n","games":["Claw'opatra and the Gods of Egypt"]},{"at":411392877,"author":"Ryan Tyler","login":"tyler6699","gh":50468,"url":"https://carelesslabs.co.uk","text":"

A great way to honour the original IK+ Love the graphics, sounds and fighting. Such a tough genre in 13k!

\n

I once made the IK+ bomb level and really enjoyed making that so imagine you had a lot of fun with this!

\n

The title is very quirky too! Can see a lot of time and love went into this! One of my fave entries!

\n","games":["Yarn Run"]},{"at":411425818,"author":"IsleOfDann","login":"IsleOfDann","gh":232171537,"text":"

Great work here, and I really enjoyed the knockdown mechanics. Fantastic work considering the restrictions!

\n"},{"at":411440905,"author":"Surma","login":"surma","gh":234957,"url":"https://surma.dev","text":"

This is throwing me back to Master Karakeka. Great job on the visuals with the synthwave music. The game concept is sound and the animations work well. Appreciated the shadows on the cheese ninja stars (lol) so I knew how to dodge them. The game felt a bit easy, but overall great job.

\n","games":["Swing A Cat"]},{"at":411558765,"author":"smiley405","login":"smiley405","gh":66162073,"url":"https://rlimbu.com/","text":"

Actually, it was a really fun game! I loved the animation, the player controls, and the music- it’s catchy too.
\nI love how the character’s size changes depending on the perspective.
\nAfter a few tries, I beat the game! hahahha…

\n

Finally, justice is served!

\n","games":["Biralo"]},{"at":411721235,"author":"Alexander Petrov","login":"baturinsky","gh":632779,"twitter":"baturinsky","text":"

Some nice graphics effects, but the fighting itself could use a lot of work. Especially, better feedback for attacks/hits. Some recoil animation whensomeone is hit, etc.

\n","games":["All you have to do is Dream"]},{"typ":1,"at":411760389,"re":411721235,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

Thank you for the review. I suppose you did not really hit any enemy, because there is an animation when the mice are hit (they tumble backwards, the head got up, a little dust-particle-cloud is shown)

\n

But i suppose, thats my fault, as i forgot to add a tutorial/description for the intended way to play:

\n

I started to write the game as “karate-simulation”, and the punches/kicks only register hits, when they are executed fully. For this to happen, you have to hold the attack-button until the movement is finished.

\n

The idea behind it is, to give the player the feeling of greater immersion, but i think (after the reviews) that did not work out properly.

\n

Later during developmenet it turned into a bit more of an arcade game. But i kept this mechanic. And forgot to mention/describe it in any way, because it felt natural to me.

\n

Maybe it would have been better to scale the damage depending on the percentage of the fulfilled attack-movement.

\n"},{"typ":2,"at":411804348,"author":"Jedidiah Weller","login":"jedihacks","gh":996175,"url":"www.openforge.io","twitter":"jedihacks","text":"

Hey Christoph.

\n

Absolutely loved this game! Really great job, and if I could give you extra points for the graphics I would! They were amazing.

\n

The only feedback for this game is the controls were a little off for the fighting. I found myself trying to figure out why certain punches were not landing.

\n

Fantastic job, high stars!

\n

I recorded a video review for all the games here so that you can see my initial reaction while playing, which is often quite helpful from a user experience perspective. https://www.youtube.com/live/jl6pC4OnVJA?si=hadQmN9JZB93hDUM

\n

Good luck in the competition and good job!

\n"},{"typ":1,"at":411845378,"re":411804348,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

Hi, thanks for the video-review, that is super useful!

\n

For a directors-cut version (or extended version) I will change the control-feature of having to hold the attack-button until the movement is finished to score a hit.

\n

I thought, this would be a cool new way for more immersion (giving the sense of control), but maybe it is not, hehe.

\n

Or maybe i should have added a tutorial/prequel stage of fight-training where this is explained in detail.

\n"},{"at":411950282,"author":"Romain Arnaud","login":"Rominou34","gh":17294713,"url":"https://osmova.com/","text":"

A very well executed game which reminds me a lot of the flash games I used to play when I was a kid.

\n

The graphics are very nice, with a beautiful sunset as the backdrop, the music is good and I am amazed you could fit a story with dialogues in only 13 Kb !

\n

Apart from the fact that the gameplay is a little bit slow, and the range of the kick a little bit weird, this game is perfect.

\n","games":["Oggy's Curse"]},{"at":411982562,"author":"Kisimedia.de","login":"kisimediaDE","gh":5765485,"url":"www.kisimedia.de","text":"

Impressive technical achievement! The bone-based animation system and procedurally generated graphics are fantastic - that sunset backdrop is beautiful. Fitting a beat-em-up with story and dialogue into 13 KB is mind-blowing.\nThe music is catchy!

\n

However, the combat felt a bit off - hit detection was unclear and I found myself missing punches that looked like they should land. Some hit feedback or recoil animation would help a lot.

\n

Overall this is a solid entry with amazing visuals. Great work!

\n","games":["Shadow Alley"]}],"results":{"theme":{"rank":30,"min":1,"score":3.6,"max":4.24},"innovation":{"rank":45,"min":1.2,"score":3.19,"max":4.03},"gameplay":{"rank":33,"min":1.18,"score":3.38,"max":4.37},"graphics":{"rank":28,"min":1.6,"score":3.94,"max":4.56},"audio":{"rank":11,"min":1.75,"score":3.81,"max":4.22},"controls":{"rank":42,"min":1.6,"score":3.52,"max":4.45},"primary":{"rank":19,"min":8.68,"score":21.44,"max":24.89},"label":"Overall"}}