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Muu: Just Another Day

rated 3.72 / 5 stars
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Action - Platformer - Other

Credits & Info

Jan 29, 2012 | 5:07 PM EST

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Author Comments

Now with Medals and a Scoreboard!


* Press Z to jump!
* Press K for Easy Mode! (Scoreboard disabled)
* Press M to toggle Mute!

I set out to make a short, slightly challenging, little low-fi platformer. It's very short (15 minutes at most), not all that challenging, and certainly low-fi.

If you do get stuck, you can press the K key on your keyboard to switch on Easy Mode. Once Easy Mode is turned on, it can't be turned off again.


This is my first game. It's not all that great and has plenty of issues, which is what I expected. I spent a total of two weeks on it, a few hours a day. Most of that time was trying to learn how to use StencylWorks. Since I'm not a programmer by any stretch of the imagination, StencylWorks was my best bet for getting anything done.

Admittedly, 90% of what I love about Just Another Day is the music, provided by Peter Gresser.


* If you find your framerate very slow, try clicking the 'pop-out' link above the game, to move it to its own window.

* If you still can't hit Z after clicking away the ad, just click the flash again.


Holy cow (or is that bull), front page! Thank you all for the positive reviews!


11-02-12: Medals and a Scoreboard? I've sold out... At least I didn't make the game easier. Changed the graphic for the "helper" blocks, because some people were offended. Compressed the music to make the filesize smaller, please listen to the original quality on Peter Gresser's page.
30-01-12: Made the fadein/out on death a little faster, and added a few more helper blocks.



Rated 3.5 / 5 stars

I get what this was trying to do.

It was going for the precision-based platforming style of Dust Force or Super Meat Boy, but there are a number of problems. The most obvious among the is the game's touch-and-go treatment of steep slopes. The latter part of the game requires a lot of jumping from the very bottom of slopes above spikes, but when the game simply decides not to detect your jump again and again and again, it just gets irritating. In Dust Force, when you fail, it's because you screwed up: it's something you did, and you can correct it, which is why it's so good. It's hard, but you can learn to overcome that. When the difficulty is entirely based around slow horizontal movement, sticky jumping, and glitchy detection on slopes, it isn't challenging: it's just irritating.

The music and art style are spectacular: I just wish it was more focused on skill rather than luck of the draw.

Miktar responds:

Thanks for the review!

I wouldn't say I was going for Dust Force (haven't played it) or Super Meat Boy (stuck on the last level), but rather trying to channel some of the spirit of the original Super Mario Bros with the twist of the slopes.

My inexperience with Stencyl resulted in the slopes being far more testy than they should be, but I think they're still very manageable. My best so far is 8 deaths for a complete run.

For my next game though, I'll avoid slopes altogether.


Rated 4.5 / 5 stars



Ps:didn't got "10" just because don't have medals...


Rated 4 / 5 stars


This reminds me of the PSN/XBL game Limbo. Or at least it would, if I ever played it. The art style is very similar.

This is a lovely little hopping romp. I would have liked a way to kill those nefarious spiked creatures, but alas. There were some parts that were mind-numbingly difficult, actually. Jumping up inclines from an incline makes my hands sad. Lastly, I loved the music. It's very solid, and I'd love a sequel.


Rated 4 / 5 stars

Pretty good

I got up to the part just after the spaceship--where it seems everyone is having trouble--and quit. I'd have continued, but Newgrounds was helpful by refreshing the page when I logged in and I lost all my progress.

There was a downhill slope (going left while traveling left) with spikes at the bottom that was particularly egregious with its hitbox; there was a plant just my side of it, that it seemed as if it was also a spike (but clearly curled) as as soon as the character reached it/she/it, he died.

The part I got stuck on particularly frustrated me, as earlier in the game it was particularly notable that we could only make 2 block wide jumps, and this one is FOUR. The ramp obviously gives a little bit of a speed boost, but as the controls were unresponsive while sliding (probably an "in air/falling" flag getting set), the closest I came to making the jump was hitting the landing spot in that pixel perfect spot where I hang in mid-air briefly before falling down (like I hit the corner and the game isn't sure which way I'm supposed to be able to go before gravity asserts itself again).

So yeah.


Rated 5 / 5 stars


The bgm, flawless; The gameplay, a little glitchy at times but so much fun once you figure out how to do it and then just have to practice the timing, and the references, mwahahah epic. I loved how you included a SMB 3 Floating boat crashed down and had to use it as a platform close to the beggining, and after that all of the blocks looked like the brick blocks. Also, for some reason the last levels reminded me a little about the earlier megamans, but that may just be me...
Also, for your first game, congratulations, you have created something simple, challenging and awesome, you truly deserve the frontpage, and most of us will wait anxiously for a sequel.

(trying to make it sound like an official review from now on)
+BGM, would download it if I could
+Graphics, simplistic and added to the mood
+Level design, loved the slopes, they really added a challenge, and the "staircase" with the robots (?) was pretty sweet
+Story, found the irony amusing... I mean, a cow falling in love with an alien, that's rich!

-Dark enemies on dark backgrounds (seriously, they caught me off guard more than once, even when knowing their location)
-Jump timing, a couple of those were pixel jumps
-Checkpoints, sometimes, too close together and sometimes too far apart IMO
-Hitboxes, sometimes would be like 10 pixels away from the robot and it still caught me.

Also, excuse me for the long review, but this game inspired me to do so, heh...

Miktar responds:

I'm glad you enjoyed it!

I'll have to look into the hitboxes of the Abductors (the black silhouettes), since they shouldn't be killing people from that far away.

I made them that hard to spot on purpose, really, to illicit a few cheap scares and make them very dangerous (since they're ridiculously easy to avoid once you know where they'll be).