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Mimic Knight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #134 | 1.739 | 2.200 |
Presentation | #136 | 1.739 | 2.200 |
Enjoyment | #138 | 1.581 | 2.000 |
Concept | #140 | 1.897 | 2.400 |
Overall | #141 | 1.739 | 2.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Verianno
Software used
Godot, Adobe Photoshop, Adobe After Effects, Adobe Audition, Music Maker
Use of the limitation
You have to mimic your enemies: each type has own parameters (run faster, jump higher or hit harder)
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Comments
Some tutorial would be really nice. I'm just stuck in a random guy stabbing me and don't know what to do. But at least graphic looks cool.
It's definitely an interesting game, with an interesting character change mechanic. But, I would like some riddles or puzzles that could be solved by a combination of knights. (my opinion)
It would also be interesting to add a limited number of knight changes, a cooldown or something else so that the player has the "weight" of his actions! The game feels too free...
But I can't say it's a bad game. I think this game is very cool, and that a good job was done in 3 days! :)
Thank you for constructive feedback! It was planned to add some limitation mechanic (for example, mimic gauge or soul amount of each enemy type that is changing accroding to deafeted enemies) but this feature was cutted due to time remaining for submission :(
But will defenetly return it when I will continue project development! Also will think about adding some puzzles, thank you! :)
Good luck!
A nice concept and environment to explore. The animations were welcomed, although a bit clunky, particularly for the attack animations. I think the game might need to spell out the core mechanic a bit more perhaps through more suggestive design. I appreciate that was there in part with the progressive enemies, but perhaps more signals to the player. The movement was a little rigid, with the jump feeling like a different speed to the rest of the movements. Overall though, a very good concept that could be worked on more.
Thank you for your constructive feedback, I'm sincerely grateful!
Love the art and animations in this game. The purple environment is so pretty. Also liked the different types of knights!!! A fun game especially for a game jam game :))
Thank you for your feedback! :)
Playing this game, I could feel what the intentions were, collect the potions so you can turn into stronger variants of yourself, and then it's an infinite slaughter of your creation. However, with the randomly generated structures of the level, the difference in altitude make this game not that fun to navigate, because one slip near the beginning makes you fall 250 ft. to the ground. I was also only able to find one changing potion, so maybe I was just bad and didn't quite look everywhere, but the potion placements are random as well. The jumping is strange near the beginning when you are the mimic's original form, it feels sluggish until you transform, so that was just confusing. Last thing, the attack animation and speed is far too slow to be used for actual combat, considering the speed of which an enemy can attack you instead.
The game has potential, but the geometry has to be more forgiving, the attack needs to be faster and effective, and music would be nice too. Maybe a shift to rebuilt levels instead of random generation?
Anyhow, good attempt, and I hope you keep creating!
Thank you for your constractive feedback! The main point of your feedback for me is that my design may be not enough intuitive for players, unfortunatly (and this is purely my mistake, of course), because:
But I will repeat: your feedback is truly valuable for me as you showed me your perception of the game! I will use your feedback to improve myself in programming, game and level design, thank you so much for :)
Thank you for responding, it provides some clarity to the things I said, and I can understand your viewpoint. Your game wasn't bad in a sense, it was just kind of aimless it felt like, but now knowing these details it makes sense how you actually supposed to play the game ;).