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A jam submission

Memory Collecting at World's EndView game page

Everything's falling apart! Wander around and find what you can.
Submitted by Selrev, vikarus — 6 hours, 29 minutes before the deadline
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Memory Collecting at World's End's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#14.1604.160
Innovation#14.4004.400
Ambience#14.4004.400
Holo References#24.3004.300
Gameplay#43.9003.900
Theme#63.8003.800

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Host

Woah... this gave me some of the same vibes that Nameless gave me. Chills, but also an undertoned and (somewhat) relaxing randomized dungeon crawler, of sorts. I actually strongly appreciated the lack of music in the midst of these rooms, with little but the sounds of primordial machines meandering about at the edge of nothingness. Just as Mumei was, trying to remember things. The deeply personal touch to that dialogue of hers with herself through the notes left me in quiet contemplation, as did the epilogue once you acquired the pieces.

I actually really enjoyed the top-down perspective, though the tilesets for traversable wall segments did make it confusing. Tab might've been a better shortcut (or configurable) to get to the memory bank, but I thought it was a great solution to the core mechanic there. The light mechanic didn't really threaten me, as I was able to complete all three corners in one go without taking too much damage (just the occasional tower shooting at me). Balancing what to memorize with switching rooms strategically was actually a ton of fun, though I found I didn't need to remember rooms at all -- just swapped between rooms until I got a pathway I needed forward, or an item that let me keep moving.

This could develop into an awesome journey from start to end, of Mumei remembering things, events -- friends -- and I'd probably end up shedding tears by the end.

Submitted

Probably my favourite Game in this whole Jam. There is just so much to say that I'm at a loss of words. From Animations, Sprites, to actual Mechanics, Size of the Game and everything. It's just a REALLY fun game and Fun Mechanics with memorizing and forgetting Items to use/discard them. Great Job! Definetly one of my faves!

Submitted

I am in love with the setting, atmosphere, the game concept and especially Mumei's pixel art. I am speechless with the pixel art animations the smooth effects for the inventory and even a small animation of Mumei turning when reading a note. The concept is very interesting, with you forgetting things so you must discover and take notes to use the items.

The mechanics did have some quirks to it that may need some readjusting. It was kind of hard to remember to remind myself to memorize the items, and there were multiple instances where I kept forgetting to save my items, and then realizing to myself "Damn, I forgot to memorize the item's effect!" and losing it from my inventory. Then I head back, and then remember "Right, the rooms get randomized!". This coupled with the lamp limit might be a little counteractive (kind of whatTexellation mentioned). I think I got a hang of the mechanic a little more after going through the game for some time, but this can differ from player to player. 

As others mentioned, there was some confusion with the tilesets (Like the third(?) room, there are certain areas you can go under), but that is a minor fix that can be tweaked through playtests so it isn't too big of a deal. 

Such a unique game, I love the creative execution and the pixel art in this! I am excited for the future of it :D

Submitted (1 edit)

The atmosphere of the game was really cool, the ambience of the environment was really cool, really felt like it was the world’s end. I had fun with the game but I don’t think I came to full grips with all the mechanics. I still was able to get through most of it though I didn’t finish (only had 2/3 pieces).

I felt it was a bit cumbersome to have as much menu-ing as the game did, I rarely did not want to pick up an item that I encountered, and in that regard I think perhaps an automatic addition to your memory (and only asking to replace on full memory) would have been fine. I do understand if there was a reasonable strategy for it that I didn’t come across during my gameplay.

I also wasn’t a fan of the camera angle obscuring the depth under some tiles, it would have been nice if there was a silhouette of Mumei if she was behind a wall.

I still enjoyed the game though, great job! I’d love to see an updated version.

Developer(+1)

The silhouette is a good idea for solving that issue. Yeah, I think the camera thing has been something that everyone has brought up. It would definately be something that I'll want to fix if I keep working on the game.

I noticed a lot of players would end on 2/3 pieces. It makes me wonder if a re-try mechanic, or giving more time would help with that. 
Anyways thanks for the feedback!

Submitted

I think I could have gotten all 3 pieces if I gave it another try, I just had to move on. I think at minimum making it so you don’t have to redo the tutorial section on retry would have been nice (unless that already is in and I didn’t realize). The ideas you have also would work too, maybe a one-time save in certain rooms like (0,0) that you could also choose to retain in memory.

This is a Really Cool and very well executed game! GJ!

Developer

Thanks for such kind words!

Submitted

I really liked the visuals and found the game quite imaginative. However, I do think the mechanics slightly interfere with each other. Most prominently, the idea of rooms changing when you leave them is really neat, but then this gets undermined by the fact that loosing health when leaving a room heavily discourages any sort of experimentation. I think tuning your mechanics to instead emphasize trial and error would both be more enjoyable, and also work quite well with the idea of an amnesiac Mumei.

Developer

Thanks for playing the game!

I thought of the game a bit as a risk assessment/resource management game, where the lantern time is used to encourage you to try to plot out paths that are shorter or less risky. 

I think a game where you have unlimited time to explore would be interesting. It would be more sandboxy in nature and exploration-focused rather then optimization focused. But it may end up being a pretty different kind of game with different pacing.

Submitted

Damn. Why does every mumei game have to hit this hard.
The writing of this game is simple but really clever, and the premise of the gameplay is really unique and fresh. It just starts off a little confusing, but I started to get the hang of it by the 4th room after the tutorial rooms.
There are quite a whole lot of sprite/UI animation for a 2 weeks jam and they look amazing too. You even get a dedicated animation of Mumei turning around when looking at notes.

Some areas of improvement:
- The tileset is a little confusing. There's quite a few times where I've mistaken a wall tile as a blocking space, and at times mistaken a blocking tile as a walking space. One suggestion I have is keep a consistent shade across all tile types. (Eg. Blocking tiles could be shaded very dark, and wall tiles just a little darker than ground tiles)
- Everything is visually blocked by the bottom tile. Maybe show the shadows of entity when they are blocked (probably not an easy task), or make the bottom tile semi-transparent when walked into.
- Movement can sometimes get stuck when walking diagonally into the wall.

This is probably one of the most interesting entry in this jam I've gotten to play so far, great job!

Developer(+1)

Thanks for playing the game! Your words mean a lot to us, as we thought that your game was also very well-made. So hearing this from you guys is great.

As for the feedback. All of it sounds very useful! We actually didn't get that much playtesting in (not as much as we hoped) so feedback like this is very useful.

I'm hoping to collect some feedback, fix some bugs and maybe post it as a little game.