Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Threaded MemoriesView game page

Project done during the MMJ 2024 Feb 15 - March 15
Add to collection

Play game

Threaded Memories's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#532.6523.750
Sensory#702.1213.000
Overall#761.9892.813
Enjoyment#821.7682.500
Execution#911.4142.000

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unreal Engine 5.3

Team/Developer
Game Designers: Mattia Alfieri , Andrea Dominici , Federico Murra , Francesco Piroddi , Umberto Vedove Manfrotto ; Narrative Designer: Mattia Alfieri , Andrea Dominici ; Tech Designer : Federico Murra ; Level Designer : Francesco Piroddi ; Programming : Victor Long ; Character Design: Sam Hanks ; Environment Design : Manolo Bazile ; Sound Design : Nicola Dinelli , Omar Campitelli ; Composer : Luca Simone ; Art Director: Mattia Alfieri ; Project Manager : Francesco Piroddi , Mattia Alfieri , Federico Murra

External assets
FaitfulOne (character sprite) , Obelisk animation (made by Creative Kind) , Enemy Sprite from Mossy Cavern, Forest Pack (by Magicdweedoo)

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

So, good start here.

The game controls decently overall. I feel that they may be a bit too loose for the difficulty level that the game ended up being (I found it more difficult to move precisely through spikes or react to dangers). The ability to launch into the air with blocks was really fun and played well. The sideways launch didn't work out nearly as well though. There were some places that it was fun to play around with (namely, the downward wall slide section on the way to the grapple), but most of the time it didn't feel like it worked in a way that complimented the level design. The grapple ability was a good time to play around with though, with it being instant connection and flowing right into the swing. Wish I had gotten the chance to get to the "disassemble" ability, but I was unable to finish the game during my time with it.

Art looked pretty good overall. Environmental design was good, where the cave felt gloomy and contrasted well with the forest area. Choice of character sprite was good as their animation felt a bit stiff and sold the puppet concept. Only got a few bits of lore, which started to paint an interesting picture for the backstory that I'd be interested in searching out more bits of (though the first one I grab was a *very long* and may have benefitted from being split up). 

On world design, felt that what I got through flowed pretty well. I wasn't too confused on where to go to get to the next milestone. First ability wasn't too hard to work out, though it would be good to have an area similar to the grapple upgrade, where the player is trapped until they understand the basics. Only really comment I have on it is that the checkpoints should probably be reusable. I presumed that this was a bug or oversight, and if so, that's cool, it happens. But yeah, I died at one point exploring out in the forest and was sent all of the way back to the grapple pickup checkpoint (which is where I had to stop, since running back across the world was a bit time-consuming).

I'm definitely interested to play more at some point, once some of the wrinkles are ironed out. It was a good start and had some unique and interesting concepts that could be fun to play around with after a bit of tightening up.

(+1)

Here's my feedback

Submitted

Cool looking game but damn is it hard. The game is very stingy with checkpoints so it's hard to proceed. Movement is a bit floaty and I don't really like how the weapon always points downwards when attacking in the air. The first item is not taught very well, the game tells nothing about it. The teaching element with the rope is done in a much better way as you can't proceed without learning to use it. I also don't know if the letters do anything important but if not, they're too much hassle to be worth collecting.

On a positive note, I liked the graphics, the sound and the level design. I especially enjoyed the sections where you had to use the first item to dodge spikes and mines or climb upwards.

Submitted(+1)

Hello played until the green block + bomb part, was able to pass it after some attempts but got killed by a slime as I was low hp. From what I have played the first upgrade is very fun to use, a bit hard to discover, maybe trapping the player when he obtains it and the only exit is by using the upgrade would facilitate. Great music and quite different in each area. Im not a big fan of having that much air friction but is personal preference, additionally coyote-jump and input buffer would help in the platforming. Liked the sfxs aswell

Developer(+1)

Ty so much! we had to add an area for the first upgrade so that you can learn how to use it, you are right, we used it for the second and third. Ty so much for the comment! We had really great Sound Designers and Composer! We will try to update it and add this things (also an UI tutorial would be great)

Submitted(+2)

Neat game! It took me a while to figure out the F button interacted with certain blocks, and to be honest, I got stuck on some tough platforming and didn't quite reach the end, but there's some neat stuff here!

Developer(+1)

Ty so much Minty! we would have liked to insert a UI tutorial in the game to explain the mechanics in the detail; but I'am happy to ear that you liked the game, we will update it also after the jam awards day and make it even better!