Mouse - also known as DOOM Cuphead - One of classic Mickey's first major venture into the public domain will be in videogame form

This has more in common with modern calarts than it does with 90's style. No need to correct the OP since it's not even out yet.
The animation from that game was likely inspired by Bruno Bozetto from Italy, they even made a series with 13 episodes:
Also Fumi is an animation studio that worked on multiple projects on the past rather than "creators of nothing" that you said on the OP:
 
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I want this concept except with actual working cartoon physics like squash and stretch, rubberhose physics and pits not affecting you if you can't see them. As is, it just looks like a Unity template shooter with some textures replaced.
Imagine if there was a game where you could somehow (I'd have to think through how controls work) squash and stretch arbitrarily to avoid being hit.

Your pit thing is brilliant, shows you've already put more thought into it than they have.
 
So is Fallen Aces going to steal all of Mouse's thunder?

 
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So is Fallen Aces going to steal all of Mouse's thunder?

Reminds me more of Archer than old cartoons
 
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Imagine if there was a game where you could somehow (I'd have to think through how controls work) squash and stretch arbitrarily to avoid being hit.
Map each to a key or shoulder button, it locks you place while held, and your direction inputs shift your hitbox relative to the effect being held. It would have to be a quick and snappy sequence though to be useful in anything like combat depending on how demanding it is. For slower, more correographed combat it could probably be a more free-flowing mechanic, but for higher intensity stuff you may want some kind of "tell" for which should be used and make them "dodge variations", but that's extremely lazy imo. Slower and free-flowing would probably be more fun for a mechanic like that.
 
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Map each to a key or shoulder button, it locks you place while held, and your direction inputs shift your hitbox relative to the effect being held. It would have to be a quick and snappy sequence though to be useful in anything like combat depending on how demanding it is. For slower, more correographed combat it could probably be a more free-flowing mechanic, but for higher intensity stuff you may want some kind of "tell" for which should be used and make them "dodge variations", but that's extremely lazy imo. Slower and free-flowing would probably be more fun for a mechanic like that.
Bullet time.

And then if it has a replay feature you can see it sped up to full goofy cartoon speed.
 
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