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A jam submission

SimonJiView game page

Survival-memory hybrid game
Submitted by Helluys, malkins0n — 22 minutes, 35 seconds before the deadline
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SimonJi's itch.io page

Results

CriteriaRankScore*Raw Score
Theme interpretation#94.2174.217
Innovation#133.8263.826
Audio#193.5653.565
Graphics#213.9573.957
Overall#213.6523.652
Gameplay#373.3043.304

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository
https://github.com/Helluys/GameOff2018

Theme interpretation
SimonJi is a mix of two game genres : survival/dodging game and memory game.

Note: Please use Windows build, WebGL is laggish!

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Comments

Submitted(+2)

Wow its so hard but at same time its challenging, i liked it :) good work

Submitted(+2)

Great game ! Excellent idea and great execution. I really love the style and is probably the most polished game I've seen yet in the jam :)

Submitted(+2)

It is so difficult it was driving me nuts, and I absolutely loved it!

Please make this into a complete game!

Submitted

I really like this game. It's a bit too challenging, but overall it is an enjoyable game!

Submitted(+1)

Love the simon says + survival mechanic! Keep up the good work :D

Submitted(+1)

Great theme interpretation, I love the 3d style. it reminds me a lot games from the 90s.

The gameplay is great, it's quite difficult but I feel it more challenging than frustating. 
As summary a solid entry!

Developer

Woohoo, thanks a bunch for the review !

Submitted(+1)

First of all good job for making a 3d game run so smoothly on the webGL. Wasn't able to do that with mine :P.

The interpretation is very clever, the game is fun and challenging. I would actually buy a polished, full version of this on steam. The memorization quickly becomes too much for me but I should actually play your game and get better at memorizing!

Developer(+1)

Hey There,

We are very far from putting this on Steam, but thanks a lot for the compliment !

Balancing was the last thing we did and we lacked time for it. The consumable items are meant to control the length of the sequence, but it eventually becomes too long. Games always need moar playtest 😉

About performance, we simply used baked lightmaps with fairly low settings, and we built with the "linker target" setting to "Both", which enables WebAssembly (a more modern alternative to ASM.js). The rest of the credits goes to Unity 😃

I'll make sure to check your submission ! 

Submitted(+1)

Good work! I liked the interpretation (very original!) and the challenging gameplay :)

Developer

Thanks a lot!

Submitted

Interesting combination of mechanics. As others have said it's very challenging, but rewarding to get right. Awesome work!

Developer(+1)

Thanks for the nice comment :).

Submitted

Well, thank you for making a cool game :)

Feel free to stop by and check out our game too if you have some time.

Developer

Sure I will :)

Submitted

Really challenging and enjoyed playing it!!!

Do check our game too 😁

Developer

Thanks for your comment. Sure I'm gonna check your game :D.

Submitted

Very difficult, but really interesting concept and very intuitive controls! It also seemed very complete, all the functionality was there and it didn't feel like anything was missing.

Developer

We didn't have a lot of time to balance the game and it turned out to be a bit too much difficult but it used to be even worst :D. Thanks for your comment.

Submitted

Maybe I am missing something, but I am constantly running and not missing sequences but I still die. Really cool concept and degree of completion is great!

Developer

Hi. The browser version of the game does not work as expected for everyone so if you played  this one it might explain some of the issues you've encountered. Thanks for your comment !

Developer

Also you have consumable items that help a lot. You pick two for each level, and other randomly spawn on the terrain during a game. This bit was less explained than the rest in the tutorial, however.

Submitted(+2)

It is hard, but very satisfying.

Developer

Thanks for the comment :)
Balancing was intentionally on the hard side to avoid going through the 4 levels with too much ease, but it could definitely be made better with more time into it!