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A jam submission

MimicView game page

Puzzle platformer featuring a mimic!
Submitted by JazzySpazGlobal, NixterT — 9 hours, 7 minutes before the deadline
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Mimic's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#53.7003.700
Gameplay#63.3003.300
Overall#133.3333.333
Aesthetics#253.0003.000

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

It's a fun game. But because when I die I need to start all over again.

So after I've encountered this many times. I gave up completely.

Submitted(+1)

ไอเดียดีครับ เรื่องการใช้ Mimic Chest มาเป็น Stealth แต่พอเอามารวมกับ Permadeath เลยจะรู้สึกลำบากหน่อยกว่าไปถึงด่านหลังๆ พยายามหลายรอบแล้วแต่เล่นไม่จบครับ 

Full Playthrough ครับ

Developer

Thank you for your constructive criticism. I also want to thank you for your time and thorough reviews of every game you've played so far. Unfortunately, the difficulty involved with the permadeath mechanic is a common piece of critique we've received. We're planning two update cycles that will focus on gameplay and overall aesthetic / smoothness. I hope you're able to get your hands on it!

Submitted(+1)

Nice game! The first time I played, I didn't understand how to play or what to do with the enemies. I thought it would be helpful for there to be some simple text to instruct the player on how to play in the first level.

Developer

Thank you for your review. Object placement was an interesting problem we had to navigate. I was the programmer and pixel artist while my Cocreator, Nixter, designed the music / sound and built every level in Tiled. We opted to not have any in-engine level manipulation so Nixter could build and test his levels with absolutely zero need for me to get involved. This was a purely workflow decision due to the time constraints of the jam. Unfortunately, this limits the kind of objects placeable to what has already been programmed. We're planning 2 update cycles that focus on gameplay mechanics and visuals so we hope to address the lack of a proper in-game tutorial at that time. 

Thanks again!

Host(+1)

What an excellent game! Our team really had added playing this.

Developer

Thank you for the kind words! 

Submitted (1 edit) (+1)

Interesting concept, I like the idea! Similar to the poster before me, I got stuck in level 3 and gave up after a number of re-tries, because of the harsh permadeath punishment. I understand that you added permadeath for the jam requirement, but I too think that it would be better without. Especially because this is a stealth game that rewards patience! A killing animation would really help to make people understand that the mage was successfully killed.

My favourite thing was that the wizards seem to move to the beat! I think the concept has a lot of potential for a stealth game, well done!

Developer(+1)

Thank you for the constructive criticism! You're absolutely right that an attack animation would better communicate to the player what exactly happened. I think a lot of improvements can be made generally I'm the art department. Specifically with player interactables. 

We're planning two update cycles and hope you'll give the updates a try. They will include new mechanics and features that I believe will address your thoughts.

My co-creator, Nixter, made the music. Funny enough, he made the track after I had done the wizard animation so he'll have to say whether or not that beat was intentional!

Submitted(+2)

It took me a minute to figure out I have to kill the wizards with the circles. but after i figured that out it was really cool. I liked how I could turn the stealth mode on to see the line of sight. it was a really interesting feature. the game was really fun, but the permadeath made it soooooooooo hard. I would love to see a version of this after the jam which doesn't have permadeath. i made it to level 3 but i died so many times i couldn't keep playing due to time constraints. but I would love to give it another try. I like the music and sound effects and overall game feel and the unique mechanic for a platformer

Developer(+1)

Thank you for the review and feedback! I was a co-creator and I agree that some levels were super difficult. We're planning two update cycles and I imagine we will revisit the need for such a harsh perma-death implementation. Perhaps restarting at the current level instead. 
The game uses unity's rigidbody physics so there are some tricks you can use to sort of "speed run" the game. You can actually double kill in certain scenarios (level 2) and perform other movement "tricks" to prevent being detected!

There are other mechanics to look forward to so stay tuned!

Submitted(+1)

awesome I look forward to it!

Developer(+2)

Thanks Bonsai! Yeah, we are planning on doing creating a version without permadeath and a lot of other things we would've liked to added, such as a proper tutorial and animations for killing etc. I was responsible for the level design and the audio, so I appreciate you enjoying the music and sound effects!