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Friendly Mimic Games

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A member registered Jun 11, 2020 · View creator page →

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Neat game concept. I like the mechanics and the level design that went into it. Don't really feel the theme at all, but it was fun to play. As someone else mentioned, the hitboxes felt a little unfair at times, and I was confused when I hit a vertical wall but still died. I thought only spikes would kill you (or maybe it was a spike but it didn't feel like it should have). Anyway, good job making this!

Impressive work considering you only had 5 hours to work on it. That's insane! Great job!

This was fun! Reminded me a lot of Celeste. Actually it was the only reason I could get past that initial spike area, as I remembered you can dash through starry field blocks. Maybe should have covered that in the tutorial ;) oh and the tutorial claims you hold B to climb right and such.. but I think you meant D.

I was a little disappointed there weren't more fruits to collect in the later rooms, and likewise that you get sent all the way back to the start instead of having checkpoints when you reach a new room. The upscaling on the clouds and background mountains looks pretty bad due to the obvious oversized pixels, but I assume that was due to lack of time. Those minor issues aside, I enjoyed the game. Good job!

It amuses that me this rat is so concerned about hygiene (despite swimming in sewer water) that it becomes stunned in horror after lightly touching poop with the tip of its tail.

In all seriousness though, good game! It was simple, but the mechanics worked well, I didn't find any bugs, and it was challenging but fun to try to speedrun it. I also love the tail spinning dash animation. A shame the leaderboards didn't show anything other than my own score, but here's my time:


I love that my high score was my kill count of all things, haha. The water felt a little fast, but I think I could beat it if I had more time to play. Alas, need to stop here. The mechanics were solid. Good job for your first jam!

Hahaha, I loved this. The epic music. The omnomnoms. It wasn't particularly challenging, but it was a lot of fun and hilarious! Good job!

Thank you! Glad you enjoyed them!

I tried out your game as well!

Fun game! But damn is it hard! Those spiders are annoying, but the spikes at the end are what got me to give up. If I had more free time I might keep trying but alas, not enough time for everything I want to do. I spent an unreasonable amount of effort trying to see if I could get the spiders to drown, but it never worked, haha. Good work!

Fun little game, but the character is way too sensitive to any kind of impacts. The slightest tap on the head or landing even a bit off and he'll just start to fall over- and nothing will stop it. From then on, you have a short window of time to finish the level or be stuck like in my screenshot, lol.

I pretty much "cheated" through most of the second and third level by spamming the jump key which on rare occasions let me double-jump, and falling through the floor would sometimes give me more height? I don't know. It got pretty glitchy. Jump key didn't respond half the time I tried to use it legit, which is why I was spamming in the first place. I think it could have been good if the controls worked better.

On the plus side, the music was nice and I like the character's design. Good effort!


I tried it out, but I'm sorry, the controls were PAINFUL to use. I don't understand why I could move faster going backwards than forwards. There's too much friction on the ground and nowhere near enough once airborne. There's also an area in the first level where I got stuck and couldn't die either. I quit at that point.

Based on how the character moves, I assume you used a rounded collider yeah? That makes the character easily slip off platforms, which feels awful when the controls are already difficult to use. I suppose it fits the theme of the level being flooded though.

Last bit of feedback, it's pretty apparent in my screenshot that the door is out of place. Its style doesn't match the rest of the art. It'd take only a few seconds to make a black rectangle of pixels and fill it with red, but makes a huge difference in visual consistency.


Interesting game, I just wish I had known the big sunflower would YEET me across the map. Had to double back for so many of those drops, lol. I found the sound effect for collecting the drops a bit hard on the ears, but the music was ok. The enemies were interesting, though I never felt like they were a threat. Do they actually hurt you or just inconvenience you?

Here's my screenshot!


No problem, happy to help!

Fun idea but confusing visuals. Why have the dangerous walls be blue when you also need to use the blue beam to travel? It's counter-intuitive. Extremely challenging, little room for error, I feel like the first level was too difficult (although I did beat it, a beginner would be quite frustrated). Still had fun with it once I figured out what I needed to do. Good work!

Oh, I noticed there's options for sound and music, but despite having it enabled, I never heard anything? Are there sounds/music in this?

I like the idea of the game, but the execution leaves a lot to be desired. The controls are awkward, not to mention completely unexplained. I only knew how to play thanks to reading other comments first and a bit of guesswork. As mentioned by others, some ambient sounds or music would have helped fill the dead space considering the long stretches of nothingness at times.

At one point, after hitting a landmine, my character glitched out and just kept facing the same direction no matter what direction I swam in. On a fun note, I got ridiculously lucky in dodging every swordfish by complete chance- until I didn't, haha. Couldn't make it to the end as I ran out of air. I also feel the oxygen tanks are too sparse. I realize there's not much you can do about it right now, but you should definitely update the page with the controls. That will at least alleviate the player frustration at the start of not knowing how to play. You could also take a screenshot and use it as a thumbnail so people will at least see an image while browsing the submissions. Hope that helps!

Thank you! Yes I agree the controls could have done with simplifying. I wish we'd had more time to playtest and refine it, haha. As for the overflow bar, yes you make a good point, I just made the icons but didn't think about how hard it would be to notice. I'd planned on there being a tutorial, but the best we could fit in was the graffiti. Thanks again for all the feedback, glad you liked the twist!

I loved your game as well!

Thanks! Good job on yours as well!

Thanks for playing, and for the feedback!

I had fun playing your game too!

That was great! I enjoyed everything about that. As others have said, the art, music, gameplay, it was all good. Wasn't sure how the rollerblading would work out but you pulled it off amazingly. I like the clever switch-up in mechanics later with the fire and having to put it out by mopping water towards it. Great job!

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Okay! I tried it in Firefox and it worked! The acceleration mechanic was a little awkward at first but I got the hang of it. Gave me nostalgia for that old Mario game where you had to build up speed to fly with the racoon suit, haha. Anyway, I had a lot of fun with it! Sound and music were perfect also!

I managed to get on the leaderboard as #7!


Thanks for playing! Haha, the crocodile (actually an alligator), is my favorite part! Glad you liked it!

Yeah I understand, that balance is definitely a challenge. I'll give the game another go when I have more time and energy.

Brave browser. I'll try a different browser and if that doesn't work, I'll try clearing the cache.

Thank you very much!

I checked out your game as well!

Loved this game! It was a lot of fun, the graphics and concept were cute, and although I wasn't great at it the controls were pretty solid. I feel like at times it was a bit too difficult to make those turns, but that could just be my lack of practice (and sleep).

My best time was 4:9.27! I made it on the leaderboards! I'm... NOT the bottom, hahaha.

Thanks for playing! Really glad you liked it!

I checked out your game in turn!

I played the game and had fun! At least until I finally got to the midpoint and then quickly died afterward. I was really hoping that big energy bolt would be a checkpoint, but alas.

So I liked the art, but I noticed that the big wheel thing in the center has bigger pixels (or just looks that way) than the surroundings. I'm guessing from being a sized up version of the others. As a pixel artist myself, it's very noticeable.

As for the controls, I found them frustratingly slippery. Especially on the three posts at the start, I'd sometimes land just on the edge and then slip off while just staying still. Super frustrating! I assume you've got a circular collision box? That'd be a downside of one... unless it's intentional. But then, it's a bit too hard for my tastes with no checkpoints.

I do like the snappy respawn time though. I also thought the trail effect behind the player was a nice touch! Overall, great job!

P.S. Although unrelated to the game, you should know that the font on your main game page is extremely low contrast with the background and thus very hard to read. I'd suggest changing that.

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I tried playing this but after I click Run Game, it just loads forever without making any progress. Not sure what to do.

Thanks for playing! To be honest, I only learned about the valves the hard way too while play-testing at the last minute, haha. We were really pressed for time, so we couldn't give all the instructions we wanted to. ^^;

Thank you! They're supposed to be gators, but I understand it's tricky to tell them apart, especially in 2D. I did the art for the game so it makes me very happy to hear that! I'm most proud of the gator, heheh.

I checked out your game in turn!

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Congrats! Thanks for playing! I tried playing your game in turn, but see my comment on your page for details.

I tried it out and found the controls incredibly frustrating but the concept itself was enticing. I kept trying to get better, but it seems I was fighting a losing battle. I didn't like the window going up when I tried to jump so I played it fullscreen, and learned later from another comment that the inputs don't work right when playing that way.

I imagine it wouldn't have been so unbearably difficult if I could reliably jump, haha. A shame, but I can see what you were going for. I did discover a bug however. As shown in the image below, following the red line I drew on there, if you slide in to the right side of the glass just right or just fast enough (not sure what happened), you end up phasing through the ice cubes, both of them. I gave up after that.

Problems aside, I loved the idea of it and the art! I also like that you gave very fast and infinite retries. If I could get the controls to work I would've kept playing longer.


Thanks! I intend to finish the reaper game for sure! And yes, haha, definitely the best interpretation of the theme ;)

Okay I finally got to play it! Thanks!

The game was fun, and the art, sound, and music were all great and fitting! I love the concept of the game, although as has been stated already, the theme on collection is barely used.

I had several issues with the game as I played. The first boss was actually the most difficult for me because he liked to use a charging dash attack, which he gave no sign of preparing before suddenly launching into it. Unlike his (much rarer, I didn't even see it in my first playthrough) crouching projectile attack, which I knew was coming after the first time due to him crouching. There was no way to predict the dash, from what I could tell, except to stay far away from him as much as possible. This made the battle take longer, and it wasn't very fun, because it was mainly just: rush in with proper timing, attack once, retreat quickly and wait, then repeat.

The second boss was much more interesting and fun to fight. They telegraphed their moves well, meaning I could predict what would happen and adjust my playing accordingly. However, there was one issue that made them too easy to defeat. Sometimes, they would not do any attack at all, and worse, they would teleport to a spot next to one of the pillars. This let me rapidly attack them over and over. On my second playthrough, I took advantage of this and I didn't even need to worry about their explosion attack, because I knew I'd get my health back at the end of the battle, so I just kept spamming my attack until they died. This let me beat them very quickly. Also, the dash was practically useless because it was too difficult to use quickly and didn't seem to give me much benefit when I pulled it off, so I basically ignored it.

The flying orb attack that he had was the most challenging attack to deal with, and I think that would have been better used as a permanent addition to the battlefield after the boss was at half health. This would have prevented me from just standing there and spamming attack, I'd be forced to move around. Although if this was done, the dash would need to be improved as well.

The third boss was... ironically, the easiest by far. I just had to stand there and spam the attack button as fast as possible once he got a little close to me. I'd occasionally have to jump to try to avoid the skull things (I stayed on the top-left platform, so I only ever had to deal with one at a time), but then I could go right back to spamming. In fact, avoiding the skulls was pretty difficult due to the timing needed, so it was more efficient to just keep attacking. I beat him really easily and quickly.

I'd suggest giving him more unpredictable attacks using his tentacles, or maybe a laser coming from his eye that shows he's charging it before unleashing it, making you want to leave the safe platform and risk dealing with the skulls. On the note of the skulls, I didn't realize at first that you could kill them, so I legitimately thought it was part of the challenge that he keeps summoning more. This ties back to a problem mentioned already, which is the lack of health bars (or any visual indication of damage) for the enemies. The 1st boss doesn't show ANY signs of taking damage until you kill him. The second boss at least flickers when you hit. But it's only the third boss who noticeably has a reaction to being hurt (although even in his case, you can't tell how wounded he is). The skulls show no sign of being hurt by your attacks, making it seem like it's useless. So more clues as to how hurt the enemy is would help a lot.

Finally, I went back and played the game a third time, and found out that I can beat the first boss just by standing there and spamming my attack without ever dodging once. I think the player might have too much health, haha. Oh and by the way, there's a typo at the end. Instead of "THANK'S FOR PLAYING!!" it should say "THANKS FOR PLAYING!!". 

Regardless, it was fun playing the game and it's impressive that you did this in such a short time. Great job! I hope my feedback helps.

I downloaded and tried it out, but I get this error when I try to run it:


Data Folder not found

Details:

Application folder:
C:/Users/myusername/Desktop/Other People's Games/_Game Boy-like Jam/Kill the immortals
There should be 'Kill the immortals_Data'
folder next to the executable

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Amazing game! I thoroughly enjoyed playing it! My only real complaint is the immersion-break at the end with the credits. It would've been great if it had kept the palette- and also had an easy in-game way to restart the game. I wanted to play again immediately but had to refresh the page to do so. In the downloaded version, that's not even an option, you have to close and restart the application, which just doesn't feel good.

In addition, although it's a minor nitpick, I noticed that the animation of the chest at the beginning (although it looks great) squashes the sprite in a way that wouldn't be possible on a Game Boy.

All that aside, the fact that my biggest complaint is I can't immediately start playing again more readily is proof enough that this is a great game. I honestly wanted to keep going and was disappointed it ended when it did. I'd love to see an expanded game with more upgrades and enemies.

By the way, I couldn't help but noticed that the player has a wall-slide animation, but does nothing with it. Planned feature that didn't pan out due to time-constraints, I imagine? Perhaps there was going to be wall-jumping? I can just imagine actually trying to climb up the room to reach higher levels, maybe with new merchants/upgrades available when you reach them, but also new enemies.

But I'm rambling. Summary: I love the game!

It was an okay little game, with a really nice background, that didn't feel at all like a "Game Boy-like" game. Also, while the controls were explained at the start for actually playing the game, there was no explanation for how the menu works after you finish a round. I had no idea so I just tried pressing "D" and the game quit on me. Regardless, good job finishing a game and submitting it in time!

I really wanted to try playing this, but unfortunately, it just won't load for me. Even if I leave it loading for hours, it never progresses. This is probably an issue with my browser, but I can't figure it out at the moment. I'll update if I manage to get it working.

I loved the original Tetris on my Game Boy, so this was a nice nostalgic experience. Like Paul, my main gripes were the font and the fact the blocks went down immediately instead of just faster. This made it much harder to play. The lack of sounds and any kind of effect when clearing a row was unsatisfying also. Still, considering the short time we had, good job! At least you managed to submit something in time, unlike me, haha.