Mimesis by Jimjam
Take on the role of a deadly parasite and tear your way out of an icy compound filled with armed guards. Possess them by latching onto their heads and use their weaponry to your advantage, leaving a trail of carnage on your way out!
Controls:
A / D or left and right arrow to move
Click and drag the mouse to prep a jump, release to jump
Right click when controlling a guard to shoot
R to restart
Credits:
Jem Smith: Code and design
@jemmiwinks
manikingames.com
Jeremy Carver: Art, animation and design
@steamhat
steamhat.deviantart.com
Ivo "MexicanOpiumDog" Sissolak: Music and sound
@Mexicanopiumdog
youtube channel - http://bit.ly/1QbKCL8
Controls:
A / D or left and right arrow to move
Click and drag the mouse to prep a jump, release to jump
Right click when controlling a guard to shoot
R to restart
Credits:
Jem Smith: Code and design
@jemmiwinks
manikingames.com
Jeremy Carver: Art, animation and design
@steamhat
steamhat.deviantart.com
Ivo "MexicanOpiumDog" Sissolak: Music and sound
@Mexicanopiumdog
youtube channel - http://bit.ly/1QbKCL8
Ratings
| Coolness | 53% | 3 |
| Overall(Jam) | 3.66 | 165 |
| Audio(Jam) | 4.04 | 40 |
| Fun(Jam) | 3.27 | 355 |
| Graphics(Jam) | 3.77 | 273 |
| Humor(Jam) | 2.68 | 598 |
| Innovation(Jam) | 3.45 | 285 |
| Mood(Jam) | 3.83 | 87 |
| Theme(Jam) | 3.70 | 272 |
The platforming is slidey and difficult to manage. That's what happens when you use the built-in physics for platforming without a lot of experience tweaking it.
The drag and jump attack is very hard to aim - I know it's hard to do a prediction line in native physics but that's what we need for something like this.
The inability to run up and down walls seem weird when you're a facehugger :P
The countdown till the human exploded seems weird. If you're a facehugger that's what you want to happen - you procreate, but in this case it's a lose condition. That's weird, why didn't you just pop off instead of die?
The restart time between deaths is too long when you're playing a one-hit kill thing like this. It gets irritating quick.
The music and graphics are really good, the rest of it are just niggly bits that unfortunately are more important.
As Tuism mentions above though, the controls of the platforming is super slidy and awkward. I also felt the dragging attack should have had a much higher lower jump threshold (i.e. you jump much higher, more easier).
That said, making a good feeling physics Unity game is no mean feat, it takes ages to tweak it correctly :).
Other than that, this game is PERFECT!
I also found it very unclear what the rules were, so to speak. In that same level, I took control of the middle-right guy, dropped off the side and exploded. Do the humans take fall damage? It's possible the bottom guy shot me and I didn't realize it, but it really seemed like I died from impact with the ground. That's the kind of thing we need to know about. In another game, I'd just experiment, but the respawn time made experimentation frustrating. (It was similarly frustrating to learn that you died when the time limit on controlling a human expired...)