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The Distorted Memory's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun Factor | #36 | 3.200 | 3.200 |
Overall | #60 | 3.000 | 3.000 |
Originality | #72 | 3.000 | 3.000 |
Audio | #76 | 2.800 | 2.800 |
Visuals | #94 | 2.800 | 2.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
video game
Was your game made solo or in a team?
solo
Did you use any third party assets, if yes what assets did you use?
The art assets is purchased from great artist Penusbmic at itch.io, and SFX is purchased from Dark Fantasy Studio at humble bundle, both of them have commercial license.
Did you choose from one (or more) of the optional secondary themes?
Mysticism and Submerged, I guess
Does your game contain 18+ content (Nudity, Gore, Language)?
No.
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Comments
Good start! I hope you do more with this, the movement felt very fluid and responsive.
Thanks Luke for playing and comment! Yes, I've done some updates, such as fixing bugs where enemy corpses' hitbox won't disappear, and change the area of hitbox to increase smoothness, but considering the fairness of the Jam, I'd like to upload the updates after the rating is over!
I'll probably be working on the UI in a week, as well as a pretty basic cutscene, hoping to make it look better. I'll let you know if there's any progress and I hope you will enjoy it!
Very cool atmosphere! The fact that it is somewhat partial, I think it should be mentioned, but I think the work of the action system gave you a good foundation for doing something different! :) I found the enemies impressive, the atmosphere catches on quickly and the protagonist's aesthetic is very pleasant. In my opinion, it would be an excellent 1 hour and 5 stage game, focused on speed running. In the future, I will return to test the game, if you decide to continue.
Thanks Xenogate for playing my game and for the encouragement of action system! In fact, the game is pretty partial, and despite all my cool ideas, I haven't had time to set up a more complex story, levels, and animations, but I promise you that I'll keep updating until I finish all my ideas!
Regarding the impressive atmosphere and art, to be honest, as a developer with only a little experience in programming and as game designer, I had to buy assets , but Penusbmic (https://itch.io/profile/penusbmic), the great artist I chose, has gorgeous art skills, which greatly facilitates me to build the scene, and I hope to make up my shortcomings in art through a smooth and refreshing action system, which could be a feature and advantage. I'll be sure to publish various updates in the future, and let you know when there is any progress, hoping you will enjoy the new version!
Besides, I'm too busy these days so I haven't try many games in this Jam (I planned to rate all of them tomorrow), but I have tried and rated Siege of Amal with excitement! Your creativity is so incredible that I can't believe such a literary work with depth could be designed in just two weeks. Unfortunately, I haven't had a lot of free time lately, so I decided to rate everyone's game first and write more long reviews next week. I have a lot of impressive parts about your game, and I hope to have an in-depth conversation with you in the follow-up comments! Thank you again for such a wonderful story!
In no way does having a designated artist and honoring them diminish what you've done. Technology, as a whole, is a significant process of assembly and reassembly. You curated what you wanted, worked with the acquired sets until they took shape, and delivered them in a way that expressed your vision at that moment. No painter invented colors, but they all use them to reach what they desire, a vision of something. If your "fix for the shortcomings" weren't productive, I wouldn't think it's good, nor would I have commented on it. So it's not a "fix"; it’s a path—one I’ll closely observe to see where it leads.
I’m glad to hear that Siege of Amal made a good impression. To give you a point of comparison, my "fix for my shortcomings" are rooted in historical/theological knowledge that enriched the universe with facts and processes, to reduce the impact of me not being able to implement all the gameplay elements. However, if you strip that "fix" away, it significantly reduces the content because my "fix" was to create based on extrapolating from history, science and geography. Certainly, when you played, you may not have perceived this because this is my path. ;) I hope the journey of Siham was interesting for you in some way.