Awesome! Thanks for for taking the time to make a playthrough video. It's always very interesting to see someone who's never played the game decode all of the information and see if there's actually fun to be had. :)
Xed
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These tracks are great. I got these in a Humble Bundle a while back: finally got around to using some of them. (https://xedindustries.itch.io/mimis-mealtime-mischief)
Love these! I used them in my recent game-jam game. (https://xedindustries.itch.io/mimis-mealtime-mischief)
These are fantastic! I bought these several months ago and finally got around to using some of them. I used the Goblins and Mimic in my recent game-jam game. (https://xedindustries.itch.io/mimis-mealtime-mischief)
These are great! I bought one of your bundles a while back and finally got around to using them in my latest game-jam game. (https://xedindustries.itch.io/mimis-mealtime-mischief)
This is fun.
I managed to trap mom in a dishes loop and tried to trap dad in the bathroom: but didn't have enough time. It would have worked until the next cookie jar item came up. :P
I wanted some kind of timer or thought bubble over the parent's heads so I could make more informed decisions about routes and how much time I had to do things.
Good entry: lots of good stuff here.
This was fun! I like the off-screen pointers. I feel like the rotation could be increased slightly. A strategy that seemed like it would work perpetually was to get all of the off-screen pointers together then creep on them - as the enemies don't shoot at me offscreen and seemed to have to rotate to me before shooting.
Good entry!
Thanks for playing! I think you're spot-on with everything in your comment here. I feel like the movement is okay in the client, but it feels just a little too slow in the web version: I might be able to tweak that, since it's just a speed variable. I want to do some post-jam updates. Hopefully I will get to them - my follow through on this in other jams has been poor.
Thanks for playing! The levels need to present some of the concepts in a better way that also keeps the player wanting to move forward. The camera will get 'stuck' if you haven't captured all of the consecutive territory from your home position: you need to drop an Assault in there to capture it. There needs to be some kind of intro that better explains this mechanic. (or it's just possibly a bad mechanic and I need to scrap it)