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How does the game fit the theme?
In our game, you have to find an mimic (an object that can't be trusted) in a room. Your clues are messages provided by previous players - but some previous players may lie about how to find the mimic, so who can you really trust?
What code and assets did you not make from scratch during the jam (if any)?
We built the game in the same Unity project as a previous jam, so we grabbed some very early code for faster prototyping (basic player movement, menu flow).
Additionally, we grabbed our weapon model/animations from a developer who had made it for a previous project to save us time and scope on this one!
How many people worked on the game?5
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Comments
This is a very cool game. Well done on a game well done.
It was a truly wonderful gaming experience. There seems to be room for further expansion, such as a feature to rate comments!
Wow, really cool idea! Short n sweet as well! Asynchronous messages are something I love seeing, and would be so interested in coming back to see what other messages people left over time. Also I loved the theme... but that goes without saying :P
Great work y'all!
Honestly, pure 5 star. I LOVE the asynchronous nature of it. If this prototype could be thought on heavier than 7 days, I could see this being a really cool puzzle game! I loved every bit of it! Played two rounds!
Very unique concept! I liked the symbols on the walls matching the hints together. My only problem is that I have no idea what to write as a message, (I completely forgot what was in the room at that point, and it's hard to come up with a hint that is a good balance of interesting and not just giving away the answer). I wish I could wander the room afterwards and come up with something to say then.
Very cool idea! However I didn’t find the clues particulary useful. Maybe that was the point. Found the Mimic only once.
Come see my Mimic game as well! :)
I don't think it's explained in the game, but it seems like the trick is that the sigils next to the messages are supposed to indicate what "team" they're on. One team gives accurate hints, while the other doesn't. The accurate hints will always point you to the same object, but the inaccurate ones might contradict each other or point to an item that doesn't exist.
Developer here: Super glad you figured that out on your own! That is precisely the intention, but we decided against directly explaining it in the game to give that initial experience a feeling of mystery and intrigue until you figured out the core rules.
Interesting idea, and I found the mimic because of a clue... I think. Cool
The idea is interesting, but there isn't much gameplay per say. But that is to be expected, it's more of a social mental game. When I pressed play again then I was taken to a new scene with new texts - it would be interesting if it had loaded the same scene(track it via cookie for example) which I just answered, so I could track the progress of the game later as well (I wouldn't be allowed to try again the killing, but just the ability to view the added messages and eventually see what the mimic was). Just my thoughts.
Also I'm not sure if my answer registered - some feedback in the submission form about it would have been nice.
Hope you had a good jam overall :)
I love how you can leave a message tomato/10