Mimeoverse: Mimeo and the Kleptopus King is a platforming game in development for the iPhone, iPod touch and iPad.

Select a resolution

Preview music

Requires Flash 10.0

This might be a long one. Mimeo is having a bit of a gameplay identity crisis.

Mimeoid

Mimeo was originally imagined as a Mario clone. Run, jump, bump and stomp through levels and enemies while collecting bits. Powerups, instead of affecting the player character, modify the gameworld and graphics. Everyone seems to love the concept but I’m having trouble translating it into a coherent and compelling gameplay mechanic. Without a solid gameplay mechanic based around resolution switching the visual and audio variety is just surface decoration. And right now resolution switching is creating more problems than it solves:

The Mario template is also causing gameplay dissonance:

Limitations of touch controls compound these problems:

So how do I resolve these issues? Not exactly sure yet but here’s some possible solutions (some of which introduce their own problems):

So these are some of the problems I’ve been grappling with the past couple weeks. I’m not giving up. Putting a name on them makes them seem surmountable.

Posted