I quite like how their is a story and a "why" to what you are doing. My thing only though would be a on-screen prompt to forward the text of the characters. Just to be more clear.
Play game
Attention: Mimic!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #44 | 3.959 | 3.959 |
| Gameplay | #66 | 3.925 | 3.925 |
| Visuals | #66 | 4.472 | 4.472 |
| Theme | #88 | 4.000 | 4.000 |
| Innovation | #89 | 3.849 | 3.849 |
| Enjoyment | #167 | 3.887 | 3.887 |
| Audio | #194 | 3.623 | 3.623 |
Ranked from 53 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Our game fits the theme because every choice the player makes is a risk: opening the wrong chest means facing a deadly mimic, while spotting the right one brings reward. The whole gameplay loop is about weighing risk versus reward – you’re literally “risking for the biscuit.”
What code and assets did you not make from scratch during the jam (if any)?
We created all core code and most of the art during the jam. The only things we didn’t make from scratch were fonts.
How many people worked on the game?5
Comments
Amazing gameplay, I' had so much fun playing this, a very polished game! Congratulations
Loved the adventurer sprites. Including wood samples in the manual would have reduced some ambiguity.
This game was quite fun and if something tells me you were inspired by the game "That's not my neighbor" in terms of some mechanics. great game and i has soo much fun playing it, Could use a little but more polish and make it a little easier to understand but for a jam game definitely impressive especially considering you made the art yourself all while with a team of 5!
Underrated game: 10/10
btw, I hope you can try out my game as well :D
Racookie Heist
A really interesting game! I liked how it makes you think while also teaching you about the different types of wood and their colors XD
I especially enjoyed the characters and the dialogues - they gave the game a lot of charm. The dialogue screen was a little bit confusing at times, and since the game is on the longer side (with all the reading and thinking), it might be nice to have a pause menu with the option to save your progress by day.
Overall, I truly enjoyed the experience. It feels unique and special, so congratulations on creating something so creative!
Thank you so much! Really glad you enjoyed both the deduction part and the little details like wood types – and especially that the characters and dialogues added charm for you.
You’re right about the dialogue screen being a bit confusing at times, and the pause/save suggestion is a really good idea, especially with the game running longer. Definitely something we’d love to add if we expand it further.
We really appreciate your kind words – it means a lot to the team!
This idea is right up my alley, I love the basic logic-based gameplay, but once the lid pattern rules were introduced I basically started failing to identify a single chest. I really don’t understand the rule that a “lid without a pattern can only go on an oak base” - the vast majority of lids, if not all of them? have no pattern. I’m also not sure I ever saw a circular base pattern.
The one thing a game like this has to have is clear, consistent rules, and I felt like from that point on I couldn’t trust anything the game was telling me. Honestly I don’t understand why you put a guide for some of the ambiguous things on your page but not all of them. It’s still not too late to edit it with answers! I would love to know why the chest on the left is a mimic and the one on the right isn’t…

I didn’t really have any agency (it felt like) over the decision to harm a certain someone towards the end because my income had completely dried up at that point and there was no other way to get the money needed to keep my mom alive (which seemed like a game over trigger), so I didn’t really feel like my choices mattered at the end. I knew something was wrong, that nearly every chest evaluated as mimic, which I think made the frustration even worse.
Figuring out the need to press space at the start was also a tiny issue. But not as big a deal as the game seemingly throwing its reliability of rules out at a certain point.
I went back through and indeed not a single chest with any patterns on their top ever shows up except a couple with the v shaped presumably ‘straight’ pattern, only as part of incorrect quest assignments. Similarly, the circle base pattern only shows up once, also as part of a quest prompt. So people not being able to differentiate circles and spirals didn’t matter.
Anyway I really wanted to love this, but I guess I’m feeling heartbroken that this otherwise amazing game let me down D:
Thank you so much for taking the time to write such detailed feedback – it really means a lot to us. You’re absolutely right that for a logic-based game, the rules need to be consistent and crystal clear. Some of the later-day conditions (like lid patterns and base circles) ended up underdeveloped due to time constraints, which created confusion and even situations where certain patterns barely appeared. That’s on us.
We didn’t manage to get full visual explanations into the game itself before the jam deadline, but we did add a partial guide on the game page. You’re right though – it should be complete, and we’ll update it so that every ambiguous case is covered.
As for the story choices, we see your point – the intent was to add weight and moral pressure, but if the mechanics dried up income to the point where choices felt forced, then that undermines the experience. That’s really valuable feedback we’ll take with us if we expand the project.
Again, thank you for such thoughtful criticism – we understand the frustration, and we’ll be using notes like yours to polish and improve the game moving forward.
Great game 10/10! Loved the idea of being a mimic inspector, such a unique idea, also it was a great choice to include story elements that changed depending on what you did during each day, the art and animations are very well done, the game has a great risk mechanic which gets more difficult and tense as each day passes.
Great Job to the team and hoping more people can play your game!
Very well put-together game! I really like the character designs and concept of the game. I did notice that the dialogues sometimes repeated themselves. Like the last sentence of one blurb is the first/only one in the next. Not a huge deal but hopefully an easy fix! Other things that would have been nice: An in-game guide with what each wood looks like (I wasn't sure so I had to look some up haha). Some more sounds/music. Maybe not all the time but at least for revealing treasure and dialogue popping up. Again, a very clever, well-executed idea with plenty of risk involved!
Thank you so much! Really glad you enjoyed the character designs and concept. You’re right about the repeating dialogue – we’ve noticed that too and will be looking into it.
We also agree that an in-game guide for the woods and more sound effects/music would be very helpful – we couldn’t add those in time for the jam, but they’re high on our list for the future. Really appreciate the thoughtful feedback and kind words!
Great game! It's a brilliant idea that's very well executed. I love the graphics. The background sound is pleasant and helps set the mood, but I would have liked a little music. Congrats!
Interesting deduction game! I ended up taking quite a while just to get to Day 6, and I ended up avoiding all mimics. The art is incredibly good, such a cool aesthetic, and I can only imagine how long it took to make! The amount of content is also very impressive,but I do find it gets repetitive, despite the added things to look for. It just ended up making me take longer to solve. Aside from that, the UI was great, it was easy to read and was nice and quick to get through, and thee style of music was a good pick, it added to the atmosphere greatly. Very cool experience, great work!
Thank you so much for the detailed feedback! Really glad you enjoyed the deduction aspect, visuals, UI, and music – the team put a lot of effort into those.
It’s very helpful to hear your thoughts about the pacing and repetition. We focused on gradually adding new rules, but we agree that variety in how they appear could make the experience even stronger. Really appreciate you taking the time to share this – means a lot to us!







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