Micetopia Crescent Moon Games Welcome to the medieval, magical kingdom of Micetopia, where mice live in freely an idyllic country village. Unfortunate… $3.99 Buy Now Watch Media DetailsWelcome to the medieval, magical kingdom of Micetopia, where mice live in freely an idyllic country village. Unfortunately as the story begins forces of evil have taken away all the mice except for the one elder remaining. In Micetopia you play as a brave mouse who must fight, jump, and explore its way through a world of mystery. Overcome enemies, gain new powers and rescue your compatriots from the clutches of their captors. Do you have what it takes for the elder to bestow upon you the title “Hero of Micetopia?” Features: * Metroidvania style exploration * Platform jumping and combat * Classic pixel art graphics and chiptune sound Information Seller:Crescent Moon Games Genre:Adventure, Role Playing Release:Jan 27, 2021 Updated:Feb 28, 2021 Version:1.04 Size:30.0 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal https://apps.apple.com/us/app/micetopia/id1546756929 psj3809 Moderator Jan 13, 2011 12,971 722 113 England #2 psj3809, Jan 27, 2021 Ohhh this looks good. Just up my alley, an old skool platformer which i hope has great controls and nothing crazy, stick to on screen buttons ! Purchasing now Edit - Just had a quick go, nice retro music, the left/right buttons are to the far left and too close together so that would be nice if you could edit the positions. BUT had a quick go and i'm liking this a lot, like a nice retro platformer which i love. The trailer looks good with the later levels so i'll play this a lot later for sure But yeah option to adjust the buttons would be ideal @JoshCM anthony78 Well-Known Member Nov 13, 2015 3,128 704 113 #3 anthony78, Jan 27, 2021 Reviews of this were pretty crappy on Switch (4.5 / 10 on Nintendo World) and other consoles. Is it really any good? Always weary of jumping on the bandwagon just because it’s a port. squarezero Moderator Staff Member Patreon Silver Dec 10, 2008 13,716 1,240 113 Male Chief Strategy Officer Salem, Massachusetts, USA #4 squarezero, Jan 27, 2021 I will buy pretty much any premium titles that Josh puts out. But at this point I can’t recommend this, mainly because of the on screen controls. Basically, they’re too prominent and obscure too much of the action, and the layout is perfunctory. And, of course, there’s no way to adapt them. Combat is also very basic, with one single attack with a tiny sword that has almost no reach. The pixel art is lovely, though. I may try it with a controller (if it’s supported) to see if it makes a big difference. Rocksaint Well-Known Member Nov 29, 2013 666 367 63 #5 Rocksaint, Jan 27, 2021 Check out the App Unwrapper video before buying the game. Her experience will give you a good idea of how frustrating the controls can get. Also, the sword is waaaaay too short. It makes it too easy to accidentally collide with enemies and lose health. If it was an RPG, (which I don't think it is) it would still be manageable as you would soon change to a new weapon. But can't imagine playing an entire game with that weapon. metalcasket Moderator Staff Member Patreon Silver Patreon Gold Patreon Bronze May 24, 2010 11,065 1,342 113 Deepest Circle, Hel #6 metalcasket, Jan 27, 2021 I mean, AppUnwrapper playing something with virtual buttons is not really a good indication of something being good or bad. That said, like @anthony78 said, reviews haven't really been great for this so I'm going to need to wait for more impressions. A quick Google search shows that you can upgrade your weapons, but I don't know if you unlock more weapons or upgrade just that hilariously little sword. *shrugs* Rocksaint Well-Known Member Nov 29, 2013 666 367 63 #7 Rocksaint, Jan 27, 2021 Hehe yes. That I can somewhat agree. I have seen her being frustrated with controls on most platforming games. But even after leaving that aside, I couldn't just get over the fact that how short that sword really is. I mean come on, I'm sure the designers could have come up with a better plan. I'm not sure how that got greenlight to go through. Anyway, I hope it's a good a game in the end. But I personally am staying away from this for now. (Already have quite a few games, including platformers/metroidvania games to play through) metalcasket likes this. psj3809 Moderator Jan 13, 2011 12,971 722 113 England #8 psj3809, Jan 27, 2021 Its early days for me yet, i'll play this much more later. I do find it frustrating when devs do this, surely get it playtested or look at the 10000's of other platform games to see what works well on the 'famous' ones. I just dont get why devs dont copy what works well I think it still has vast potential and surely a butons resize/move controls screen can be added. Loving the graphics and music, maybe it'll get frustrating for me later but only had a quick go on the first level Filani Member Mar 11, 2018 21 7 3 #9 Filani, Jan 27, 2021 So... not optimised for GamePad controller? TutTut....For shame @JoshCM metalcasket Moderator Staff Member Patreon Silver Patreon Gold Patreon Bronze May 24, 2010 11,065 1,342 113 Deepest Circle, Hel #10 metalcasket, Jan 27, 2021 Josh hasn't been on here in a couple of months, guys. Hit him up on Twitter. He's super responsive. JoshCM Well-Known Member Aug 11, 2009 4,250 23 38 Game Designer Upstate NY http://www.crescentmoongames.com #11 JoshCM, Jan 28, 2021 Sorry guys - i'm back A few things. The construct engine is all sorts of weird for mobile. Doesn't really support controllers, and has black bars if you start the game in portrait mode. The controls transparency is adjustable in the settings. Sorry about the short sword. Hope that helps at least! adin likes this. squarezero Moderator Staff Member Patreon Silver Dec 10, 2008 13,716 1,240 113 Male Chief Strategy Officer Salem, Massachusetts, USA #12 squarezero, Jan 28, 2021 Hey Josh! The controller transparency setting is not obvious — thanks for the tip. The main thing for me in the controls is how prominent the down button is, considering how less often you use it compared to left and right. Is it possible to adapt the layout within the Construct engine? ColeDaddy likes this. psj3809 Moderator Jan 13, 2011 12,971 722 113 England #13 psj3809, Jan 28, 2021 Ahhh good to see you here ! Taapie Member Feb 1, 2012 10 0 1 Male #14 Taapie, Jan 28, 2021 I have picked up the bow in the village and i see my arrow inventory, but i am unable to switch to it. I did not get a new button. I am now stuck since i cannot shoot the spiderwebs with fire using the bow. I have saved 2 villagers and it feels like i need to continue past the spiderwebs, as i think i have seen all other rooms. Am i missing something? JoshCM Well-Known Member Aug 11, 2009 4,250 23 38 Game Designer Upstate NY http://www.crescentmoongames.com #15 JoshCM, Jan 28, 2021 We just submitted an update with all those fixes! LiQuiD, adin, ColeDaddy and 3 others like this. iCarlosBR Active Member Sep 14, 2015 36 1 8 #16 iCarlosBR, Jan 29, 2021 Ty! addink Well-Known Member Apr 24, 2013 74 12 8 #17 addink, Jan 29, 2021 The update fixed my invisible bow button, which is really nice to have. (Edit: the bow button does not become transparent like the other buttons) also it seems some urns now contain some very much needed arrows The controls still need some looking into though. Especially when jumping to some extreme ledges, I can only get to them by repeatedly mashing the jump button and at times I manage to reach the ledge but I immediately jump into a bat when employing that technique. Which brings me to another point, some enemy NPCs are placed in such a way that it seem impossible to avoid them at the entrance of a room. Other rooms ‘just’ require knowledge of enemy placement as not to hit them immediately. still enjoying the game, but it seems really old school harsh ColeDaddy likes this. addink Well-Known Member Apr 24, 2013 74 12 8 #18 addink, Jan 29, 2021 Some more issues: 1- I rolled trying to escape a bat at the bottom of room 64, the roll ended in the middle of the crawl space, where I was subsequently attacked by said bat. Then all controls stopped functioning. All animations continued, the bat kept on flapping its wings, but our hero was stuck with his eyes closed. 2- The roll button does not become transparent, just like the bow button doesn’t. As the two of them are most often overlapping the action, that almost defeats the purpose of making the other buttons transparent. 3- also, navigation of the map is really weird, so weird that I can’t really describe what’s going wrong. It approaches some kind of d-pad control but then also depending on the touch starting point it works or doesn’t, at times all that is possible is to scroll the map further off screen.. luckily opening and closing the map recenters it. Why not implement a simple 1:1 drag? 4- the position of the second portal is such that as soon as you use it to enter the cave you get hit by a Ninja lizard, making the portal near useless. moshgra Active Member Aug 24, 2012 43 14 8 General Service Technician at PepBoys. Full time S Dover, DE #19 moshgra, Jan 31, 2021 Incase y'all were wondering, this is how the onscreen controls look, no MFI support (at least not with my Kishi) try to find my mouse haha Attached Files: 60097178-5218-4367-8DC7-177A47631692.png File size: 1.1 MB Views: 12 Gambler Well-Known Member Mar 10, 2014 546 110 43 Gazorpazorp #20 Gambler, Feb 1, 2021 This is dilemma. Screenshots look amazing and I usually like Crescent Moon Games‘ releases BUT the impressions or rather the issues with UI, controls and combat have me rather waiting for a (finhers crossed) extensive update - Hopefully, last but not least, including controller support. Especially the latter is a must-have for me with platformers on iOS nowadays after PS4 and Xbox controllers have been supported since iOS 13 and the schmucks - myself included of course - who had a Mfi controller before then aren‘t in the minority anymore. Should be reason enough to view implementing controller functionality as a no-brainer nowadays. Hope it‘s possible to remedy this and other situations, like the too short sword - Until that I‘ll regretfully hold back on the purchase. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Ohhh this looks good. Just up my alley, an old skool platformer which i hope has great controls and nothing crazy, stick to on screen buttons ! Purchasing now Edit - Just had a quick go, nice retro music, the left/right buttons are to the far left and too close together so that would be nice if you could edit the positions. BUT had a quick go and i'm liking this a lot, like a nice retro platformer which i love. The trailer looks good with the later levels so i'll play this a lot later for sure But yeah option to adjust the buttons would be ideal @JoshCM
Reviews of this were pretty crappy on Switch (4.5 / 10 on Nintendo World) and other consoles. Is it really any good? Always weary of jumping on the bandwagon just because it’s a port.
I will buy pretty much any premium titles that Josh puts out. But at this point I can’t recommend this, mainly because of the on screen controls. Basically, they’re too prominent and obscure too much of the action, and the layout is perfunctory. And, of course, there’s no way to adapt them. Combat is also very basic, with one single attack with a tiny sword that has almost no reach. The pixel art is lovely, though. I may try it with a controller (if it’s supported) to see if it makes a big difference.
Check out the App Unwrapper video before buying the game. Her experience will give you a good idea of how frustrating the controls can get. Also, the sword is waaaaay too short. It makes it too easy to accidentally collide with enemies and lose health. If it was an RPG, (which I don't think it is) it would still be manageable as you would soon change to a new weapon. But can't imagine playing an entire game with that weapon.
I mean, AppUnwrapper playing something with virtual buttons is not really a good indication of something being good or bad. That said, like @anthony78 said, reviews haven't really been great for this so I'm going to need to wait for more impressions. A quick Google search shows that you can upgrade your weapons, but I don't know if you unlock more weapons or upgrade just that hilariously little sword. *shrugs*
Hehe yes. That I can somewhat agree. I have seen her being frustrated with controls on most platforming games. But even after leaving that aside, I couldn't just get over the fact that how short that sword really is. I mean come on, I'm sure the designers could have come up with a better plan. I'm not sure how that got greenlight to go through. Anyway, I hope it's a good a game in the end. But I personally am staying away from this for now. (Already have quite a few games, including platformers/metroidvania games to play through)
Its early days for me yet, i'll play this much more later. I do find it frustrating when devs do this, surely get it playtested or look at the 10000's of other platform games to see what works well on the 'famous' ones. I just dont get why devs dont copy what works well I think it still has vast potential and surely a butons resize/move controls screen can be added. Loving the graphics and music, maybe it'll get frustrating for me later but only had a quick go on the first level
Sorry guys - i'm back A few things. The construct engine is all sorts of weird for mobile. Doesn't really support controllers, and has black bars if you start the game in portrait mode. The controls transparency is adjustable in the settings. Sorry about the short sword. Hope that helps at least!
Hey Josh! The controller transparency setting is not obvious — thanks for the tip. The main thing for me in the controls is how prominent the down button is, considering how less often you use it compared to left and right. Is it possible to adapt the layout within the Construct engine?
I have picked up the bow in the village and i see my arrow inventory, but i am unable to switch to it. I did not get a new button. I am now stuck since i cannot shoot the spiderwebs with fire using the bow. I have saved 2 villagers and it feels like i need to continue past the spiderwebs, as i think i have seen all other rooms. Am i missing something?
The update fixed my invisible bow button, which is really nice to have. (Edit: the bow button does not become transparent like the other buttons) also it seems some urns now contain some very much needed arrows The controls still need some looking into though. Especially when jumping to some extreme ledges, I can only get to them by repeatedly mashing the jump button and at times I manage to reach the ledge but I immediately jump into a bat when employing that technique. Which brings me to another point, some enemy NPCs are placed in such a way that it seem impossible to avoid them at the entrance of a room. Other rooms ‘just’ require knowledge of enemy placement as not to hit them immediately. still enjoying the game, but it seems really old school harsh
Some more issues: 1- I rolled trying to escape a bat at the bottom of room 64, the roll ended in the middle of the crawl space, where I was subsequently attacked by said bat. Then all controls stopped functioning. All animations continued, the bat kept on flapping its wings, but our hero was stuck with his eyes closed. 2- The roll button does not become transparent, just like the bow button doesn’t. As the two of them are most often overlapping the action, that almost defeats the purpose of making the other buttons transparent. 3- also, navigation of the map is really weird, so weird that I can’t really describe what’s going wrong. It approaches some kind of d-pad control but then also depending on the touch starting point it works or doesn’t, at times all that is possible is to scroll the map further off screen.. luckily opening and closing the map recenters it. Why not implement a simple 1:1 drag? 4- the position of the second portal is such that as soon as you use it to enter the cave you get hit by a Ninja lizard, making the portal near useless.
Incase y'all were wondering, this is how the onscreen controls look, no MFI support (at least not with my Kishi) try to find my mouse haha
This is dilemma. Screenshots look amazing and I usually like Crescent Moon Games‘ releases BUT the impressions or rather the issues with UI, controls and combat have me rather waiting for a (finhers crossed) extensive update - Hopefully, last but not least, including controller support. Especially the latter is a must-have for me with platformers on iOS nowadays after PS4 and Xbox controllers have been supported since iOS 13 and the schmucks - myself included of course - who had a Mfi controller before then aren‘t in the minority anymore. Should be reason enough to view implementing controller functionality as a no-brainer nowadays. Hope it‘s possible to remedy this and other situations, like the too short sword - Until that I‘ll regretfully hold back on the purchase.