Mis Amigos
A downloadable game for Windows
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Mis Amigos is a short tower-defense game inspired by creepypastas, old indie flash games, and being a little kid.
Use your tools and survive long enough to see your parents come back home.
Thanks so much for checking out our game! This was made in a single semester as a student project, and it's a love letter to weird and creepy indie games.
Check out the people who made this game!
Jiam2Dash • bloomtoy • Ferralp • floq
Download the soundtrack!
https://bloomtoy.bandcamp.com/album/mis-amigos
| Status | Released |
| Platforms | Windows |
| Rating | Rated 4.7 out of 5 stars (40 total ratings) |
| Authors | bloomtoy, Ferralp, Jiimb |
| Genre | Survival |
| Made with | Aseprite, Godot, Audacity, Krita, Clip Studio Paint, FL Studio |
| Tags | 2D, Creepy, Horror, Indie, Pixel Art, Psychological Horror, Short, Singleplayer, Tower Defense |
| Average session | A few minutes |
| Languages | English, Spanish; Latin America |
| Inputs | Mouse |
Download
Download NowName your own price
Click download now to get access to the following files:
misamigos_1.1.0.zip 60 MB
Development log
- Thank You! + A Peek at What's Next33 days ago




Comments
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Is Mis Amigos coming to Steam?
Hey everyone, I'd like to introduce you to my own Mis Amigos challenge, this is my own challenge that I've failed MANY TIMES while trying to do it I call it the:
PERFECT RUN CHALLENGE.
This challenge consists in two objectives:
1. Finish all Levels with the Music Box maxed out.
2. NOT LOSE any single level. If a level is lost then you must restart all way back to level 1.
Now, I've tried this challenge myself multiple times and before it was a way to challenge myself (And mostly because I'm bored this summer) but now I want to share my personal Mis Amigos challenge with you all, I'll update this comment if I manage to beat my own challenge.
I wish you luck to everyone who dares to do this challenge!
My review of this game:
Strengths:
The concept and art is very cool. The designs for (most of) the enemies are very spooky and I love how everything is animated. The designs for the towers are also excellent. The theming is very strong here, and I'm all for it.
In general it's easy to understand what each tower does without having to have the game spell it out for you.
It's also easy to understand what most of the enemies do as well.
Some things I noticed that could do with being changed or improved:
Holding on the music box is not the best. My finger got a little tired while playing, which wasn't an issue since the game was pretty short, but if the game was longer I would get very annoyed. Perhaps the music box could go automatically, and only stop in particular situations (like placing a tower)? I have the same issue with the balloon, where clicking it a bunch made me not a big fan of using it. Of the towers, I used this one the least.
The toy soldier wasn't much worth the investment. The damage is about the same as a star(?) and I don't want to micromanage their targeting. Either their damage has to be increased or they should target the front most enemy automatically. Otherwise the only real use I had for it was during the final boss.
The enemies were fine for the most part. I had a situation where 3 heads spawned at the beginning of the level. That sucked. The Ballerina enemy, I had no clue what she did. She made the enemies blue, but it seemed like they stayed the exact same in each way? Otherwise the enemies are generally decipherable.
I feel like the eagles were a bit out of place. Everything else is a monster or evil toy, but the eagle is just, an animal?
If I could suggest something though, maybe each enemy could drop 1 spark each? Otherwise by the end I am so rich that I can afford to lose many towers.
The cutscenes could be a little shorter, they seem like they are 30s, but nothing happens for that whole 30s.
If this was longer, I'd like for the game to be streamlined. But in general I very much enjoyed the game. It wasn't too hard, and I like the concept a ton.
Isn't this game inspired by another PVZ knockoff called "toys vs nightmares"? They share the similar theme and I actually remember watching them on youtube as a kid.
I mean like, its the game where the boy also try to defend himself by using his toys too, and its older than this.
This game reminded me of a similar flash game with a similar plot. The toys are fighting against "shadows," except that the player's parents will check on them in times of crisis, giving the player a chance to become immune to death.
The game's difficulty is moderate, basically following the 3-block calculation method of PvP and the "pea swarm counter-attack" tactic of PvZ (here, it's star swarm counter-attack). Unfortunately, too much randomness makes the game unbalanced. Especially the tricycle stacking bug and the initial dual-lane attack are completely undefendable. Similarly, I ran over the final boss with a car…this boss was indeed a bit disappointing.
The biggest advantage of the game is that "the player isn't idle"—rotating blocks, replenishing the battle line, inflating balloons, etc.
Personally, I hope the game can be expanded as a release product:
Recommended expansion content: Balance enemy teams: I don't want to see two heads and a tricycle rushing towards my position at the start. You should learn from PvP and buy a "lawnmower." Or use a car as a lawnmower.
The fourth wall: Some strange situations can interfere with player actions and "jump scares" (optional to disable).
Moving or destroying toys: Sometimes I need to adjust my tactics.
I second the motion that this be expanded into a full game sold on Steam. A little rebalancing and some more story would make this an AMAZING experience.
CreeperPlaysPZ was right. This game is a peak
I would love to try this on my phone! I saw the video of this game and I would absolutely be thrilled of playing it! The art style and theme really pictures the Sweetest of Dreams vs the Darkest of Nightmares
Loved it, I must disagree with the consensus it is too difficult, RNG is a problem in the beginning, but there's a fair amount of stuff you can do to counter just about anything the game throws at you. The first time I used teddy bear to stall a massive lane of enemies coming at me, then used the balloon it felt brilliant. The gimmicky nature of each Tower I think actually works in the games favor, since you need to persistently keep engaged with the game for best results, and keeps the basic star plenty powerful throughout the game, since its entirely automatic.
The problem I have instead, is that the moments where you get to express your skill are limited, and RNG dependent, past a certain point the strategy is reduced, and the most effective route is spamming stars, when I think the game thrives in the cases where you are forced to use other towers, though I must respect many players may prefer a less taxing experience.
I would absolutely love to see a hard mode, or fixed spawns at the beginning to help RNG, but this is just me yapping like usual. Great game!
I want to enjoy this so much, the concept is good and the game has so much potential ,but its ruined by balancing. I swear clash royale might have better balancing.
This game is hard ,and not in the enjoyable way. The tricycles are just wayy too op. This game missed the fun of pvz, which was trying out different strategies and plants, the units are limited and some are way too gimmicky (balloon) , enemies are fine just too many come.
I hope this game gets an update which ads more horror and balancin
ok, so im currently at 11pm, and i just had a few criticisms:
1: balance is all over the place, balloon is basically useless from what i can tell, and car is so expensive that by the time i get enough to afford it, the level is already over
2: the game is just WAY too hard, but not in the fun "oh lemmie try a different strategy and see if that works :)" way, or even in a way that makes the game scarier, but more in the banging ur head against a brick wall in the exact same way every time until the wall collapses or you collapse from blood loss way. the amount of early enemy spawns basically forces me to always place a star first, instead of do what almost any other pvz-like expects you to do, focus on econ early game (theres a reason every single pvz1 level usually sends 1 browncoat as its first wave). now, this would be fine, would it not be for the fact that i have yet to find a single other strategy that works for anything except 8pm (the very first level). i lost on 9pm cus the spawns were too much for me to handle if i didnt immediately place a star. in fact, every level past 8pm i died on at least once before beating it. also rng can screw you over so hard. i had a bike spawn right behind one of those music enemies, and even though i did what (i assume) counters it (teddy bear plus a soldier for extra firepower) it barreled right through everything
3: even when i do get everything right, the aformentioned extreme difficulty makes it feel like im never quite winning, but i sure as hell know when ive lost
that being said, i still love the idea of the game, its just a bit too hard and unbalanced for me to really fully enjoy
Great concept and game but 11 PM is very miserable to play.
either i had the worst RNG known to man or you constructed the most frustrating thing I've played in the past few months.
this level has a chance to either spawn a head and hand, or 2 heads at the same time to start off the level, usually spawning in 2 different lanes which already forces you to choose on which to defend because you have no sparkles to spend on defense other then 1 star. But for some reason I kept getting the 2 head spawn instead of 1 head 1 hand, which caused a lot of level resets because no matter how much i tried, even if i place 1 star down, the other head will be too far in it's lane to actually defend against it, meaning if there is 2 heads at the start you have to instantly reset the level.
Even if i get past this very frustrating start to a level (i usually have to rely on getting 1 hand and 1 head), i have to deal with the tricycles which get body blocked by every other enemy, essentially just allowing them to steamroll all of my defenses and cause an unfair loss. there was even a point where a tricycle was body blocking another tricycle which i literally couldn't defend even if i wanted to.
Please don't get the wrong idea though. This game is great, and I want to see it thrive. But i really suggest making it a lot less RNG based and maybe tweak the difficulty when it comes to enemies and how they spawn.
As of writing this I quite literally haven't gotten through 11 PM which is a shame because I really want to see what else the game has to offer, but I am stuck with the 2 heads dilemma and I cannot be asked to play for another 2 hours trying to get through this level.
game can be really difficult if you fudge up but I loved it overall very unique seeing a PvZ styled horror game
Bloomtoy! GIVE ME A FULL VERSION AND MY MONEY IS YOURS!!
I'm having an issue with the game, every time i booted it up it freezes and closes. I have tried downloading again a few times and it keeps happening, hope someone can hepl me
might be because your computer's graphics card is older than 2015. godot by default requires at least opengl 3.3 to run even in compatibility mode
ohh okay i'll look into that then, thank you!
bro esta hermoso el juego
1=quisiera que funcione en móviles
2=quisiera conocerte por yo tengo una idea de hacer así un juego llamado experimentacion botanica
3=que ojalá le pongas más mounstruos ya que le falta terror y mucha suerte una idea para ti que tengan distintos mundo cada ves más aterradores al avanzar
4=estoy en YouTube como gabo corp eso es un comentario extra. suerte+ para ti a futuro ☺
i wanna play this game but im a wimp around jumpscares (specifically loud screamers), are there any in this game?
no
For being a student project I must say you guys did a really good job with this game! Keep up the good work and I hope we get to see more of you guys!
este juego me izo sentir lo mismo que sentí al jugar PVZ, algo que nunca se abuelo a repetir con ningún otro juego oficial de PVZ o un fan game de PVZ.
eso si que me hubiera gustado si fuese mas largo y con mas cosas, pero con lo que ya ofrece el juego estoy bien
vi una reseña de este juego en youtube y vaya esta bueno me gusta ese toque de terror como si fuera una creepypasta como si sintieras que en cualquier momento te saldrá un screamer
estos son los tipos de juegos que hicieron que me metiera a estudiar programación con el sueño de hacer algo simple pero divertido para michos
Fun little piece! Honestly a lot harder than I thought it would be, but nothing crazy. Short and sweet, love to see a horror twist on a genre that doesn't lend itself to being spooky most of the time.
Me pase todos los niveles y creo que está gente no se dio cuenta de un detalle, las estrellas y la actividad continua de estas, los enemigos pueden dar energía necesaria para seguir defendiendo con las estrellas por lo que, si, son la parte principal de defensa y hay que estar muy atento a ello
Pero no, no es imposible.
Es una creación impresionante amigo! Deberían darte un premio por esto 🏆
Hi!!!!Cool game!!!!!!!!
Hushyk тогда на русском расскажи а то непонятно и ещё геймплей игры очень похож на Toys vs Nightmares такая старая игра со времен флеша
PLEEEEASE
I NEED MORE OF THISSSS
WHAT IS THE LOOOOOOOOOOOOOOOOOOREE?!?!?!?!?!
*game theory intro plays*
Translated from Russian (sorry, my English is bad):
The game does a good job of smoothing over the flaw of the original pvz, where after building up the plants there was nothing to do – here you're constantly busy either spinning the box, rebuilding soldiers (a unit in the game), inflating balloons, etc. The enemies are also varied. And of course, the game is very pleasant stylistically; the horror elements blend well with the leisurely pace of the original pvz.
In short, it's a great game, all the best to the developers :)
This is a good game and I REALLY like how the game looks.
Gameplay is also good, but can be a bit repetitive and the main way of gaining currency(the music box) is weak since you can gain it from killing nightmares and become filthy rich from that alone.
My main strategy is just spamming stars until I have enough taxpayer dollars to summon the entirety of special forces and teddy walls. It was fun.
Okay this game is GREAT!! It is HARD but as soon as you get the hang of it, it's a little bit less complicated.
I LOVED the vibes of this game and I LOVED the mechanics, despite it being short, it was a really fun game, hope to see more of your great work soon :)
This game needs a steam version :D
So far the project is good. I like the nods to Toys vs. Nightmares that the game has, by a LOT!!
I did find something interesting that not many has noticed, and it is the fact that the balloon does still do damage when half-inflated (I think around more than 10 starshots, but less than 13, but it makes its gimmick about clicking a lot more tolerable because most enemies aren't that tanky). That and that a fully inflated balloon has the same damage as the toy car (both of then can't oneshot a certain enemy at a certain moment)
Below here there are spoilers and my issues with the game!
And with that found fact, I do have to say that I agree with the game's main issue being RNG. Too dependant of RNG for difficulty. Especially with tricycles spawning early while there are enemies behind (I hate them, even if they can be countered by the teddy bears). It is so annoying to deal with and it is easy to lose because of that.
The other issue is that the boss felt underwhelming. I literally won against it with only balloons as damage, I didn't even needed to upgrade the music box.

... Not. even less than that. Just use the soldier and you don't even have to worry about the box, you can let it get destroyed and manage the soldiers (the boss gives in total 90 lights, so you can have up to 10 soldiers when its last phase starts)
My last issue is that there is not a thing that allows you to remove already placed toys, like what a shovel does to plants in the PvZ games. That would be actually helpful to remove not needed toys (such as teddy bears after a bird ambush). That would also make the toy car more useful because it really looks like it wants to be put behind for maximum efficiency. (Thanks for the keybinds to quickly put toys/upgrade the music box)
Still, a lot of potential in it, and I wish for it to continue, because I love both the vibes and the gameplay being around :0
After further gameplay, I came to notice that the light system is kind of flawed. I mean, you have better chances to win a level and beat the game if you don't upgrade your music box at all and instead prepare your defenses first. I don't know if it has to do with the enemy density, how aggressive the waves can be, or how much light they give after dying, but you really get a lot of light if you focus on defeating the enemies.
Also, giving my opinion about the toys and enemies you have at your disposal:
Buenas como persona que ha jugado el juego tengo los mismos problemas que la mayoria de comentarios describen, el RNG es molesto, no tengo el tiempo de poco a poco ir preparando una estrategia sin que se vea interrumpida por la enorme oleada de enemigos a los cuales no tengo manera de abatir, recomendaria un par de cosas para que sea manejable:
1_menor spawneo de enemigos: Al menos de inicio hacer que haya una baja tasa de aparicion de enemigos y que eventualmente al ir avanzando vaya subiendo de cantidad, asi uno se puede adaptar al ritmo en el que van apareciendo y no tiene que estar preocupado de que al apenas hacer una mejora de velocidad en la caja de musica o poner siquiera una estrella sin que tengas a 5 enemigos en diferentes columnas o uno detras de otro
2_menor precio para los juguetes: el tiempo que la caja de musica tarda para poder siquiera poder usar un solo juguete es agobiante y termina haciendo que sea dificil siquiera poder poner UNO SOLO sin que la pantalla ya este llena de enemigos por todos lados los cuales no soy capaz de cubrir, recomiendo dos posibles soluciones: O hacen que el tiempo de carga de la caja de musica sea menor asi es mas rapido organizarte para las oleadas, O bajar el precio para que su uso sea mas accesible
en general solo eso, un mejor balanceo de las mecanicas para que sea mas dinamico, el estilo visual es hermoso y muy bien pensado
pvz neighbourhood defense hard mode levels if they were their own stand alone game and were somehow even more rng dependant
Ok so i have beaten the game all the way now, and here are things i want to say about it, sorry if its a bit too long
first a couple of possitives (sadly not a lot):
The game is quite fun at first, the design is awesome, the artstyle, the music as well, the music box theme playing when cranking it is actually rather pleasent for the fact that you will be hearing it for 90% of the time, the over all atmosphere is great as well
Now with the negatives (which sadly there is a lot):
the game, it gets stale REAL quick, there is not enough spice to keep the game play loop interesting, and after day 3 its basically all the same because the variety of things is just not there, the the units you have at your disposal:
The star, is literally the only single unit you should use EVER
The music box, you literally never upgrade it past 20
The baloon is garbage, if i boil down all the problems its that,
its too expensive, too slow, you should crank the music box instead of charging it, and there are no enemies tanky enough for it to actually be needed
The riflemen (with a notable exception) are also awful, it just isnt worth it to micromanage these guys, expecially if you have more than 1, and youre better off placing two stars than this
The Tedybear has exactly 1 use, and thats when you get a ballerina airdropped by a bird in the middle of the lawn, thats it thats literally it
The car, ive literally used this thing ONCE in my entire playthrough just to see what it does at the end of the stage, it costs 20 STARS, which is just REDICULOUS, and for what it does? it is singlehandedly the worst thing you can spend stars on, even worse than the 30sun music box upgrade
Ok now the enemies:
The hands, an alright chump, pretty good
The heads, actually weaker than the hand because it gives you more stars and it speeding up literally makes no difference
The eyes: the black goo which prevents you from placing down units literally does nothing, and it not touching units and going thru is barely an issue
The ballerinas: are the only actually threatening enemy, they just do too much at the same time, they boost the other enemies, AND they are the tankiest AND they deal the most damage, even then they only pose an actual problem when they get airdropped
The birds, they basically only matter when they airdrop a ballerina as ive stated previously which can be countered by placing down a tedybear
The Tricycles, if you play properly and micromanage well enough by the time they start appearing you have enough firepower to melt them down so they never get the chance to activate ever
Spoilers for the final stage ahead!:
the thing, the bossfight is trivial and a bit underwhelming, it just gives you too much sun and its the ONLY place where riflemen are remotely usable and even then only like 3
End of Spoilers
Nextly, as the previous 3 comments have stated already so i will not be dwelling on it too much, the Rng does sour the game greatly sometimes, i did get pretty lucky most of the time.
Dont get me wrong however, i do genuinely believe this game has a lot of potential, it just needs ironing out a bit, i hope there will be some improvements, if you however decide to finish this project at this point, i understand
Never the less thank you and good luck.
Are yall planning on making a mobile port anytime soon?
I do love the foundation of this game, especially as it pays homage to PvZ and Toys VS Nightmares. I liked the art style, the aesthetic, and the mechanics involved. There is just a few problems present...
As others previously said, the wave spawns can be a bit atrocious in the early game, especially when you don't have enough to cover a lot of the lanes. Not only that, there is no way to know what your toys can do initally, since you're preoccupied in handling the music box.
The later enemy types can be a bit difficult to counter in the early game, due to the first issue present. The enemy with the music playing is not only deadly as it boosts the other enemies, but it is tanky as heck. The bicycle enemies can be a bit annoying to deal with if you don't have enough firepower to plow through the hordes of enemies in one lane, killing your setup immediately, which is a huge difficulty spike.
I did played both PvZ and PvZ2 Reflourished, so I have some knowledge on how to counter these issues. However, the way they spawn the zombies in those games is based on a set amount per each wave and some waves are pre-determined with what zombies to put. The random part in there is the lane positions. However, they also avoid heavily congesting multiple zombies of a single wave into one lane, so that it's doable.
That said, I kinda wish this game is expanded upon. Hopefully to see more in the future.
Erm.. About PvZ2 and its mods. The game can actually randomly spawn zombies from a pool via Level Escalation. Just nobody does that because it may be a little toxic. Same reason why almost every time the lanes are not randomized. And Zomboss fights are 100% RNG so... Oh, I'm a modder. So I know what I'm talking about
Yeah, I do unfortunately have to echo the sentiments of the previous two comments when it comes to the RNG: from level 2 onwards, it is not uncommon to start a level and be promptly greeted with waves that you literally do not have the resources to contend with. I would recommend a bit of an easing when it comes to initial monster spawning (including the occasions where you see them spawned on top of each other) and perhaps an adjustment of the game's economy so people can more easily access the means to make tactical plays.
With all that said, I love the concept and aesthetics and I do genuinely want to see an update happen so I have an excuse to revisit the game. And kudos for building this over the course of a semester: whatever my gripes, I do have to afford some respect for that. 👍
Okay the foundation of this game is like actually awesome! What I've played so far is like incredibly fun but uh... the rng is crazy. I only beat the first 2 levels and think I'm just gonna wait for an update or something now. Level 3 feels practically impossible, and with how long levels take (in typical PVZ fashion), I'd rather not fuck around and find out. For 2 minor critiques:
- I wish the game had like small descriptions for each toy telling you what they do
- I found it annoying how I couldn't put a plant back if I accidentally clicked on it and didn't want to place it
OTHER THAN THAT THIS IS COOL, KEEP IT UP!!! I wouldn't be surprised if this was inspired by Toys VS Nightmares, and boy did you do an amazing job taking that game and... making it good and also stand-out from the primary inspiration (Plants VS Zombies). I love all of the unique little extra spices you add onto the PVZ formula, like all the point-and-click interactive elements (with the solider and balloon) and how you get sun (or whatever it's called here) when killing enemies. It really feels like you're trying to develop on PVZ's gameplay concepts instead of just copying it, even if this could still be argued as derivative either way by some.
Oh and the art, GOD THE ART!!!!! I love mixed media and it's used amazingly here! The bitcrushed real photos mixed with the cute-sy sprites of the toys really are an amazing contrast, and add to this game's horror. Speaking of, the atmosphere of this game actually had me terrified, which I found surprising. The sound design and the game's use of like darkness and stuff, plus all horror the art style brings, make for a REALLY creepy little game. I especially like how long it takes to game over, with the nightmare creatures having to go ALLL the way to the end of the screen despite having already past your defences. It was SO tense, I didn't know what was going to happen!! Thank God there are no jumpscares though. Not just because their cheap but because they would've gotten me SO good, thank you for your mercy I guess lol.
I really hope you update this game to have the difficulty of things be fairer and less rng-reliant because I REALLY want to play more. You have like something AMAZING on your hands here!!! Though I do understand if you don't want to though, since this is a student project and all. Either way, can't wait to see what you do next!
i love the art and designs but the game is unplayable thanks to the rng on the enemy spawns. i promise i tried several times but sometimes id get some decently normal spawns and other times i get 3 heads on all three lanes when ive barely been able to crank out 5 lights :.)