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reMemory's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2 | 3.471 | 3.471 |
Audio | #2 | 3.571 | 3.571 |
Theme | #3 | 3.929 | 3.929 |
Devlog | #4 | 3.786 | 3.786 |
Graphics/Art | #7 | 3.357 | 3.357 |
Gameplay/Fun | #13 | 2.714 | 2.714 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine / Tools
Twine
How does your game fit the theme?
In addition to using space as a setting, the design was inspired by exploring the traditional space thay exists between players and narrative, trying to help create a game that inspires players to help shape the story in their imagination.
Devlog link
https://loressa.itch.io/rememory/devlog/360149/rememory
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Comments
This was a different kind of game. Original🙂!
Gameplay
It was not always clear at the start what influence your choices had, but it was still fun to explore, play and read all the memories. A lot of options and memories. Did get into a deadlock with no options once.. Also followed you on Discord how made and why and so on. Nice concept game 🙂!
Graphics
Nice 2D graphics. Consistent styling.
Audio
The sound track fits the game type well. Nice relaxing music I think. Perhaps the options could have had a Click-SFX or some other extra little SFX during the game to enhance it a little more.
Theme
Good implementation of the theme.
Devlog
Good comprehensive devlog with images in between for variety and clarification. Well done 💪.
Overall an original fun concept game. Keep up this nice work!
Thanks for the review! Re sound in particular, Yazorius our sound artist made some *amazing* sound effects, but I sadly ran out of time to implement them for clicks. Looking forward to adding them as I refine them game. For twine, adding onclick events requires some javascript scripting, for anyone else developing in twine looking for quick info on how to do that!
That would be a nice bonus addition indeed. Cool that you will continue improving/updating the game after the jam!
seemed quite arbitrary in terms of what would work or not. ended up getting hard locked because i ran out of everything and the game didn't end.
the amount of work on this project is huge.
very good work.
also, the idea of the game is very creative in many ways.
best of luck
What I like most about your game is that it is implemented using native web technologies - I really would like to see that more often, people seem to underrate what is possible with HTML, CSS and JavaScript. The easthetics of your game, the fluent interactions and appealing UI are all good examples of what can be done with these techs.
Thank you! It seemed like the right choice to lean in to. I'm new to coding but I've been making websites since I was a teen for fun, so it let me use my strengths which was important for that short time frame!
I think the responsiveness and cross-platform functionality also makes webdev really appealing for broad releases and I'm excited to experiment more with making games using it!
I think it's important to design around what you are working with, which is why the game is point and click - designing the game around an interaction mechanic like that (versus seeing it as a limitation) is, imo, key to making a good flow through the game loops. I think webdev in general works with that concept: games that are built with the knowledge of their architecture can tailor the gameplay to mitigate or enhance the limitations of that engine. For example, a webdev based game can highlight clicking through art and page reloads through things like (clumsily coded) additional displays, like of random memories.
I agree with everything you say. I even tried to push boundaries beyond point&click mechanics with one of my older game Icarus. There is a destinctive border showing up (e.g. when it comes to precise collision detection) where web tech is coming to it's limits - but a large amount of typical Game Jam games imo would profit so much from web tech (e.g. in comparison to Unity) in so many aspects - I keep my eyes open, curios to find more good examples like your game :-)
I'll have to check this game out!
And yes I agree about webdev in game jams - I think the speed we can do stuff in is a huge benefit!
very nice game, love the mechanics and see the use of many variables, that is some hard to create but a very good way to make the game more unique or different for each person.
Really nice man, love it and your devlogs is amazing
Nice job x3
Thank you so much for the feedback! Which single aspect of the game did you like the most? Which part was particularly confusing or frustrating?
Nice work, hope you would rate my game too…
Did you just copy the post of Grasp Games?
I'll rate games tomorrow, when everyone has had a chance to add devlogs :)
Nice work, hope you would rate my game too…
I'll rate games tomorrow, when everyone has had a chance to add devlogs :)
👍😊
Gameplay: Original, very poetic concept! Not sure how to successfully fight off the attack. I'm guessing the poetry had something to do with it? I admit I started clicking past it fast after a while, trying to remember what combinations of tools and threats seemed to work. Oh, and I reached a soft-lock where I was asked what tool to use but I was out of everything, so there were no buttons to click. "Current attack type is: biological in the engine room. How do you want to fight off the attack? " And I couldn't restart the game by refreshing the page, so ... although I'd like to play again, I can't. Maybe that's by design?
Art: Lovely, nice button animations
Audio: Excellent
Theme: Yep
Devlog: Thorough and interesting to read!
Great bug, thanks for letting me know! :) End condition is based on 0 resources all around but i also added in a quick check for low resources to block a user from allocating them if they had none - result is your edge case, thank you so much!!!!
Sure thing! I know how helpful it can be to have bug reports. Is there any way to reset the game to replay it after that bug?
You'll have to reload the entire itch.io page. I think that should reset it.
Thank you so much for the review! Please feel free to share any other feedback or confusing moments you had. This is very useful to me! :)
Re the death: my next big steps are to refine the memory selections and balance the gameplay - by the time the player is out of resources, I want the gameplay experience to feel like it's at a natural end. The experience I want to eventually tell is about how we choose which stories to tell for ourselves. The replayability aspect is key - if you keep picking the sad memories, what does that mean?
I want to make it so the tension lies in staying alive as long as you can to create a richer life story - do you have any thoughts on ways to enhance that?
My next step is to improve the templates a lot more so they don't sound like creepy androids and experimenting with having memories respond to player choices. Eg someone picking certain moods enough times will get a rabbithole of memories in that mood.