A really fantastic game! Loved the graphics and art style, the whole game looked great! It had so much atmosphere and the music was amazing, along with the voice acting which was really fantastic, it felt very immersive. A really great job all round! Well done on creating such a great game!
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Memoriam's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #17 | 4.000 | 4.000 |
Graphics | #51 | 4.075 | 4.075 |
Overall | #56 | 3.673 | 3.673 |
Game Design | #64 | 3.707 | 3.707 |
Fun | #78 | 3.579 | 3.579 |
Innovation | #156 | 3.256 | 3.256 |
Theme | #287 | 3.421 | 3.421 |
Ranked from 133 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?
Our team chose to interpret the theme “Diving Deeper” metaphorically, and opted for emotional storytelling through narrative, audiovisuals, and mechanics as our game’s core pillar. The player dives deeper into the character’s subconscious in order to reconstruct their memory: an omniscient narrator guides you as you navigate a liminal world. Take on the form of a raven, representative of the protagonist’s soul, as you dive deeper into yourself and uncover the mysteries of your own mind.
Did you write all the code and made all the assets from scratch?
- Everything you see in the game is made from scratch, barring some of our 3D environment assets, and the fonts. All were downloaded for free.
List:
“Low poly styled rocks” - Daniel Robnik / Unity Asset Store
“Hospital Bed” by rokerilla / TurboSquid
“3D Window" by KOROLEWSKIY / TurboSquid
"Medical Trolley" by Wyreframe on CGTrader
"Medical Drip Stand - Free" by Kacper-Brzeczek on CGTrader
"Under Arm Wooden Crutch asset" by crazyyuan on CGTrader
"Hanger towel rack with sheet of paper" by qorfydeh on CGTrader
"Lupina" Font from BeFonts, "Acier BAT, Condensed" from Adobe.
Comments
Really well executed game. I love the visuals, everything fits together perfectly and the environment has a distinct mood about it. The music fit the game well too. I liked the story idea, and what was there was very well written, but i felt it was too fast-paced to really feel for the character, it was almost just like overhearing people talking as you walk by them. I think if time was taken to add more levels and expand the character development, the story would really hold up well on its own. I get that it was supposed to be general rather than a specific person to empathise with, but I still think there could have been some more depth to it. The only issue I had with the gameplay was the cooldown stuff already covered by other people. I found it pretty fun as a way to jump between each story element. Anyway the issues i mentioned are all pretty minor, they barely subtracted from whats still a very atmospheric game.
Also, I'm curious to know why you called the enemies ichor wraiths. It seems like that name was chosen for a reason but I can't think of what it might be
Thanks so much for the feedback and the kind comments! Yes agree, this doesn't convey what we could've done with this type of game had we had more than a week to develop it (actually, we made it in 5 days and 21 hours :D across 4 different time zones!). The cooldown has been duly noted, and the pacing as well - thanks for that addition!
Very uncommon for a standalone game to be this popular, but in this case the popularity is 100% deserved!
Incredible work on the visuals and soundtrack, and I really appreciate the autofire feature (something a lot of games - including mine - desperately needed).
My only criticism is that the attacks could be balanced a bit better. For example, despite the autofiring, it's still technically better to just spam click since you end up shooting faster. A way to fix this would be to either clamp the fire rate so spamming doesn't work or have the autofire gradually increase fire rate until it roughly matches what a typical player could do with spamming. Also, the bomb/explosion is a bit overpowered and should have a cooldown attached.
Thank you so much for this very kind comment! Yes, here's the juice, the tea!:
- We had a WebGL build but did not have time to test it before the jam, and without a QA pass we didn't feel comfortable uploading. We are very touched people are taking the time to download. I've rated almost 200 games and I know how much patience it can take :')
- Thank you, each one of us worked hard on the visuals, I did conceptual UI, we had a level designer and modeler, and our programmers did cover art and models and VFX and particle effects, it was insane! :D
- Our sound designer kicks butt, he's a composer too :D
- Yes for the auto-fire and yes for the spamming of the explosion; both of those are on our polish board and we simply ran out of time to implement and test. Thanks for validating that we need this, we've seen many comments about it and it gives us the reassurance that this is the right way to proceed.
Thanks again :D We love these detailed comments, you're really helping us with our game :)
Wow, what a great game! Loved the voice acting, music, story, everything. Well, maybe not 100% the gameplay, I found it a little bit too easy and boring, but still great game.
i like your game art seriousely beautiful art i maybe could play better and have fun but if you can make some optimization for lowendpc >_< great game
I really liked the visual style of the game, as well as the soundtrack. Everything fits very well with the idea of the game. Good job :)
Hey great game thank you! This was really fun and enjoyed it a lot. Great work for a week!
Hi, since we messed up with our last comment on this game, I've come back to give a more proper comment. Memoriam is a relaxing shoot 'em game (a combination i did not really expect, but really enjoy). The game prides itself in the story and the narration and writing shows. The mechanics are easy to learn and introducing jumping to finish the game was a great touch. I don't know what the deeper meaning of the story is since i'm not great at deciphering meanings from text, but feels like the protagonist has a new lease on life after awakening. The one, and only, thing that I would've liked to see is a cool down on the explosion because I was able to spam it, making it more effective than the deafult shoot. Otherwise, loved the story and gameplay <3
Thank you so much for your comment, this is really helpful to us! Many have mentioned the cooldown for the explosion that we did not have the time to implement so if we get to polish this game, then you can be sure that it will be the first thing we will fix :D Thanks also for coming back to comment again, that means a lot. The deeper meaning is the one you gathered :) It tells the story of someone who loses belief in themselves, but has the chance to choose to survive both physically and psychologically. Glad that this sort of translated!!
I was really impressed by the presentation here! The environment design, use of light and particle effects, sound and music, and the voiceover all feel nice and polished for the jam timeframe. I thought the main music that played while fighting the wraiths felt somewhat at odds with the tone expressed by the narration and visual style, but I did like it a lot. Everything else was well-balanced, distinct, and nice to look at; I especially liked how the design of each level felt meaningfully different without using a ton of different assets.
I think the style here is strong enough that you could expand this into a much larger game if you wanted to. The vibes are on point; greater use of enemy types, abilities, and incorporating the environment more could make this a fun and even moving experience if the story was extended. Nice work!
I'm not just in awe with this game. I'm in LOVE with this game!!! Thank you so much for putting this much effort in it. The graphics, the story, the turnaround, DAMN THE AUDIO!!! ...
Nice job! I love the grayscale lowpoly style! Very impressive work for 7 days!
wow, beautiful writing, especially for a jam game! i adore the grayscale, low-poly art style, and the game is really juicy. my only complaint would be that the second memory fragment (the one that grants to the ability to create an explosion) is a bit overpowered. you can easily cheese the game by spamming right click. in a future version of the game, i would add a cooldown so it wont be as OP as it is. it would also be cool to see a greater variety of enemies in the game, since right now there just a single one.
But still, this is an amazing jam game. this deserves to get at least top 15.
I don't know what I can say that 100+ people haven't already covered but the vibes of this game are lovely! The amazing shading of the low poly environments, the inky enemies, the sounds -- everything was combined really lovingly to make a game which is ultimately hopeful in spite of a difficult inner world.
I'd like so bad to play it, but unfortunately I don't have Windows... :') Will there ever be a web version?
Very cool, I love the title screen!! I just wish there was some way to only turn off voiceovers, I don't usually like to play with them on since they distract me :(
I'm also not very good at gameplay-heavy games like this one and died way too many times (I ended up giving up at the 2nd level...), especially because I don't have a mouse D: pretty disappointed at that because I wanted to experience the narrative/story TT
I think there might be a glitch with the bullets? When I'm moving on the edge of the screen, my bullets aren't detected and the game doesn't detect loss of health or collisions with enemies in the first place.
But overall, I really like the art style!! Good jobbb :D
Hey! Thanks for taking the time to leave detailed feedback, especially the glitch! I've put it on our polish board for the future:) As for gameplay, feedback in our comments vary from it's too hard to it's too easy, so we might have to balance on our side. If it weren't a game jam, a difficulty mode could've been included too. Thanks for that!
As for the voiceovers, completely understand the personal preference of not liking to play with them on. We thought about that too, but I can totally explain why we went the route of not giving a toggle off button:
- The environment and feeling produced by the VO in combination with the music is a core gameplay pillar of ours and it was part of the original concept for the game. Giving the option to remove it would 1) change the concept of our game and the sensation we want to evoke in the player 2) be very costly for a game jam, as it essentially means we did a lot of work for someone to just turn it off. In that case, from a scope / production standpoint, I think it's smarter to cut it entirely and focus on varied enemies, more levels, etc. instead.
- Second reason is accessibility, things like dyslexia, or those who use hearing or sight only/mostly to navigate the world. The goal was to provide an experience that can be as shared as possible (also why the game is in B&W - colour-blindness accessibility).
It's such an interesting topic and wanted to explain it a bit in case anyone else is wondering :) Still, I understand how it changed your experience of the game ;-; If you want to know about the ending, send me a message! :D
Aah yes, definitely get that! Personally, I just don't like VOs because they tend to cut me off in the middle of whatever I'm reading, and I like making up little voices for everything anyways; for me, the tone of the game already carried through without the VO.
I'd love to learn more about the story! I didn't get far at all... qwq
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