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What do you think?

I GOT A CRASH LOL

this seems soo good, cc x cassidy and dealtarune inspiration, hope to see more of this

ps: would be interesting if this game wont have scary elements, just be a rpg game after fnaf main events or smth like, evan and cassidy moving to rest after ucn

frienddy neobear

YAY!
Finally!
Can't wait to see this flourish!

So I played the playtest and wanted to give my thoughts on it, I really enjoy the ideas presented and the concept, but it needs a lot of adjustments and changes. First of all, the UI is way too cluttered, I understand that there are more complex mechanics so there might need to be more elements to represent them. But honestly some just feel unnecessary like the middle screen showing your current party members health and the status screen could just be represented by expanding the side bar to show these elements better. The description for the abilities appearing at the very top of the screen draws your eye away from most of the UI which is disorienting and the descriptions for the abilities themselves are lackluster and don't really explain what they do. For example, Evan's "save" ability feels like it's intended to heal given it's description, however it instead appears to be intended to give a status effect which you wouldn't assume given the name. If the description box is going to be so big I feel a more detailed explanation for abilities is to be expected.

Now for the fight itself, I genuinely feel like in it's current state it isn't winnable, which might be because the party is missing a member and the gear you have is for when you start and this fight seems to be a fight later on but it's still worth noting if that isn't the intent. Many of the enemies attacks feel overly hard to dodge, particularly the worms attack from the crab enemy, the soundwave attack from the prototype, and the rocket attack. This is due to a look of proper telegraphing and how it again feels visually cluttered when these attacks are used. The soundwave attack has no cue for when it is going to come out of the prototype, the worms are very hard to predict where they are going, and the rocket attack is confusing since the reticle is red, which is the same color as the other attacks which makes it easy to confuse as another attack. However, while these attacks are hard together, when the other enemy is defeated the fight becomes way too easy, as often the singular attacks are significantly easier. Also the time limit feels a bit too harsh, as even when you do manage to kill one of the enemies, the other ones attacks take far too long to finish and you can't output enough damage to kill it completely.

Sorry if this comment was a bit too long I just wanted to get my thoughts out quickly, I still think this game has a lot of potential and could be really fun, but the difficulty and UI design could use a bit more work. I hope this game does well in the future and I hope you have fun with making it!

mimicrune_title.png

Meanwhile, in a city not so far away…


Welcome to a humble city named Townsville- home to the famous (or perhaps, infamous) Freddy Fazbear’s Pizza, a place of fantasy and fun, where hopes and dreams come to life, and nothing nefarious lurks in the shadows…

Follow the meek but reliable Evan Afton and the impassioned yet sickly Cassidy Brooks along in their adventures through the dark and the cold- both literal and not. Joined by Evan’s beloved friend, Mr. Fredbear- who knows just what wonders they might see, what adventures they might experience- and what dark secrets they may unearth, laying just beneath the surface of the LIGHT?

What might be found? What might be lost? Only time can tell you… but no matter what, this next adventure is sure to be very, ve r y ḭ̶̿n̵͇̅t̷͓̏e̷̛̺ŕ̶͙e̸̫̐s̴͎̈́


If you want to follow the project more closely, feel free to join the discord! https://discord.gg/rKdKaU4dVV


Mimicrune is a fangame taking and combining elements from Five Nights at Freddy's and Deltarune, with an additional shift towards more traditional JRPG elements and progression, and featuring an overarching story about love, loss, and healing. It takes inspiration from many fangames in the past- like Dayshift at Freddy's and Undertale Yellow.

Mimicrune is not technically an 'Alternate Universe' in the traditional sense- it does not replace or rewrite any existing characters or events. Rather, it places itself into the world of Deltarune directly, occurring simultaneously with the events of the original game and taking place in a neighboring city named Townsville. As for the events of the original FNAF games... well, you'll have to see for yourself.


Mimicrune is being made using a modified fork of the Kristal Engine, an engine written in Lua for LOVE2D that re-implements Deltarune's features with a focus on accuracy, while not reusing any code from the actual game.

Mimicrune is currently being developed as a solo project by me. This may (and hopefully will) change in the future.


Also yes, his name is Evan here. I'm not calling him Dave, old sport.

#fangame #rpg #adventure #undertale #deltarune #strategy #fnaf #fnaf



teen
Cartoon Violence
Fantasy Violence
Animated Bloodshed
Mild Language
Comical Shenanigans

CALL FOR ARTISTS!

Mimicrune is currently a completely solo project- that means it can only progress as much as I can work on all the things that go into making a game.

If you're interested in helping out on art/music, send me a DM! @handspoken on discord.

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The playtest may not feature him, but there IS another member of the trio...

New playtest version- 5.1! Fixes some bugs with hitboxes and further adjusts the balancing.

The first properly somewhat kind of playable public playtest for Mimicrune is out now! More info below.

Made a form for applications for keeping easier track of them.

https://docs.google.com/forms/d/e/1FAIpQLSdSzgsIp9DNwaJ3k5sf6dmx…