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Mimicrawler's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1652 | 3.529 | 3.529 |
Overall | #3514 | 2.725 | 2.725 |
Enjoyment | #4135 | 2.294 | 2.294 |
Presentation | #4450 | 2.353 | 2.353 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Instead of playing a Dungeon Crawler Adventurer or Dungeon Keeper Manager, it follows the survival of a mimic trying to eat between those parties
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
A very interesting concept, sorry you didn't have more time to spend on it!
Love the concept and the art, gameplay does not have much feedback so it's a little hard to tell when certain things happen.
It was a good concept, I would've liked to see more and have this idea expanded on.
Cool concept, and would love to see it expanded in the future. I like the idea of controlling the mimic, and eating the adventurers.
Even though I didnt really know what I was doing I had great fun. Controlling the mimic for once is a pretty interesting concept
It was fun watching the players move around and waiting for them to get some treasure! Very cool and creative idea~ And the simple pixel art was very nice and clear. Keep working on it for sure! Neat game indeed!! Please check out my non-creative entry when you can :D
Great game, maybe it could be made even better with some sound effects.
interesting concept, would love to see the gameplay features expanded on, maybe some sort of reward vs feature mechanics with the players while hiding, otherwise it becomes really easy to just cheese the game in its current state .
Never thought about what playing as a mimic would be like! As said in the below comment I think it would have been nice to have turns based on when the player moves to have it be more like a traditional roguelike so the player can plan and make strategy better - but outside of this very great concept
Great concept to play around with. This creature's lifecycle would be percieved as boring under a normal circumstance but your creative approach to this game ensure you're not just sitting around waiting.
Having the turns pass automatically might have been a touch too far though, I appreciate that, that too is an inversion and attempt to adhear to the theme but it takes away from the opportunity to plan and enjoy the game at a pace where you can enact strategy. I understand this may have been done to enable you to remain stationary and still progress but that could have been achieved by binding a "pass turn" button to the space bar. Its possible that this feature could work if reframed as something other than "turns". Automating turns is a dissonance which I can't personally reconcile, but if you reframed it then I could be onboard with that notion.
Visually the game is coherent but some elements baffled me. For example, I don't know what the various floor tiles do when collecting them.
Overall I enjoyed the fact that you explored an easily overlooked creature and a difficult one to design around. I would enjoy to see this concept taken further.