This is one of my favourite entries regarding the combat aspect. At first it felt hard because I misunderstood "Hold Left Click to charge attack, making you invulnerable" and thought that charging attack makes Mimi invincible, which doesn't make sense in retrospect since that would kill the tension. Once that got out of the way, what I got was a fun roguelike (?) experience where slaughtering the mobs was really satisfying. Loved the enemies' designs especially the giant centipede thing with segments. Mimi herself had a cute design and the story has a unique, interesting premise (thought I wish the first dialogue was skippable). Having your health being the timer is a good use of the theme for this specific kind of game because it incentivises the player to look for action Had to stop at some point when the game started lagging a lot (game lags when I visit many rooms but that seems to stop when I unlock a new floor) but I had like 15 minutes on the clock then. My little recommendation would be to add some secret boss rooms (unless they're already there and I just didn't find them) instead of adding more enemies in rooms since more enemies = more time farm for the player once they have like 5 denture stacks.
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Mimi the Mimic's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #1106 | 3.404 | 3.404 |
| Artwork | #3512 | 3.319 | 3.319 |
| Audio | #3747 | 2.936 | 2.936 |
| Creativity | #3788 | 3.426 | 3.426 |
| Enjoyment | #4458 | 2.957 | 2.957 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Your time left on this earth is tied to the pocket watch at the bottom right of the screen, telling you how long you have left to live. Every time you take damage, you lose some time, but you can regain time by slaying monsters.
Comments
Its a nice idea but i found it too tough to even clear the first couple of rooms. Even after charging I just ended up inside the worm guys and the iframes arent long enough to let me get out.
Cool ! I love Mimi, and the chomps ! Beware though, damage is waay too big: the first few rooms are clearly the hardest... And then there's lag coming in near the end of each floor. My best guess is that memory is still allocated to the dead enemies (or maybe the rooms but it doesn't seem like it.
There's a lot to like about this game, the art style is really charming, the sound design is pretty good and the actual main premise of the game is really clever... but it is way too hard for me, I'm not sure if this was just a skill issue on my part but I played this game for about 20 minutes and never got further than around 3 rooms. I'd love it if there was an easy mode, or a slower ramp in difficulty because I think this game could be really fun.
I really like the idea. It's a bit difficult at first, but the combat is simple enough that I got the hang of it pretty fast. My main suggestion is to give more I-frames whenever the player gets hit, I feel like I lost a lot of time for standing near an enemy for 0.2 seconds
Really cool idea, but it is quite hard. At first I couldn't hear any audio, but when I reloaded the page it was fixed, the sounds are good, I also really like the art.
Great concept! Kinda a difficult game but pretty fun to play anyways, definitely good art and audio tho.
I like the concept! Found it a bit difficult to get into, I'm not sure when I'm getting hit and don't seem to have any invulnerability frames, and enemies were all pretty tanky from the looks of things (I might also just be bad, can't rule out that possibility)
Still, what you've got here is pretty solid! Good job
It always reminds me of games like *Enter the Gungeon*—they seem quite difficult at first, but after a few goes, you’ll get the hang of it. Congratulations on completing the game! Well done!
The project has charming pixel art, and the character, monsters, and mimic designs are especially enjoyable.
Unfortunately, the gameplay became repetitive quite quickly. There are only two attacks, and since the uncharged one often feels disadvantageous, I mostly relied on the charged attack. The enemy variety is decent, but the overall combat loop remains largely the same.
I kept playing because I wanted to see whether the game had an ending. When I first entered the room with the black hole, I briefly wondered whether it was some kind of conclusion. Then I remembered that the game had said this was only the first floor, so it became clear that the black hole was simply the transition to the next one.
I played for at least 15 minutes, but still had no sense of whether I was getting closer to an ending. The next floor mostly repeated the same gameplay with more enemies.
I like the core idea and the creature designs, but the game feels stretched beyond the amount of content currently available. When a jam project has a limited number of mechanics and encounters, I think it is better to adjust the overall length around that content rather than preserve the structure of a much longer game. A shorter and more focused version would have left a much stronger impression.
super great game! The combat felt really satisfying once i got the hang of it and really addictive, the centipede enemy stood out to me as being a really cool design, overall really good job!
Man the dialogue at the start is really fun, and the camera switching to the mimic was really cool. I think the game suffers a little from “too hard syndrome” (not that I would know anything about that haha), but I do love this idea of mimi trying to become a good mimic.
kinda hard at first, but then after getting used to it, it becomes really satisfying! i would have loved if there was a way to skip all dialogue at the satrt (because i kept dying), but this was a really good experience. nice job!









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