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Archives of Remembrance's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #30 | 1.768 | 2.500 |
Sensory | #30 | 2.121 | 3.000 |
Metroidvania | #33 | 1.591 | 2.250 |
Execution | #34 | 1.414 | 2.000 |
Relevance to the theme picked | #34 | 1.591 | 2.250 |
Overall | #34 | 1.697 | 2.400 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme chosen
Time + Echoes of the past. Interpreted as: Reserve student's book is like family journal RS goes through "catacombs" to discover family history Fight bosses to learn / attune to ancestors, once attuned can "become or swap to them in game" to use their abilities + kit
Team/Developer
KronoShark, Cherry, JeruTea, Nolly, TajZ, Samis
Engine
Unreal Engine 5 / C++
External assets
Assets shown here: https://kronoshark.itch.io/archives-of-remembrance
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Comments
Wow, this game is really polished in some places! Very detailed menu, lots of options, cool unique loading screen, a lot of unique character art. Overall, the character designs are very charming and memorable, and their attack animations can look cool too. However, all this polish makes some of the more unpolished sections of the game stand out more, such as the lack of clear feedback (audiowise and otherwise) in combat. I also encountered a crash while talking to the NPC after the first save (maybe because I was mid character swap?), and found out that by using the electric boy's abilities repeatedly, I could jump infinitely high, and eventually fell out of the map. I also took damage from the bottom of spikes when jumping into the ceiling below them.
Is there a way to get out of the catacombs to the left of the central area? I got through the thief door but it feels like everything else there is an endless labyrinth of spikes and fire. I wandered around for quite a while but couldn't really find out what I was supposed to do or where to go.
There's a lot of really cool stuff to this game, it makes a strong first impression, the art is gorgeous, but I think the core gameplay and level design needs more refinement. I'll give it another look if it turns out I missed something obvious!
Thanks for trying out our game! I appreciate all the valuable thoughtout feedback!
We've spent a lot of time polishing the areas where it shows, unfortunately we ran out of time and a lot of the mentioned were not gotten to in the game jam version due to that.
The quest giver bug has been fixed since upload, the movement, attacks has been revamped and much more
Our post game jam version will definitely resolve everything listed here along with more content! Hopefully you will give it another playthrough when we do!
The graphics are top notch for a gamejam, especially the character art and the UI background. I was amazed at just how much depth there was in the UI, even the settings menu had multiple, very complex options. And the characters had backstories! I unfortunately hit a platform that I was not able to jump onto, so was unable to continue my journey upwards, but will give this another shot later.
Some feedback:
- It's been said, but combat sounds and combat feedback would be very helpful. There are numbers, but at times it's not clear if the enemy is hitting me or if I'm hitting the enemy or if there are iframes or other things like that, just a lot of small combat considerations to be made.
- Everything feels pretty floaty, the character jump and fall as well as the enemies falling. I think locking some of the enemies to the platform they spawned on would alleviate that problem, it could get a little frustrating to have several enemies slide down to the platform I was planning on jumping onto, especially when I didn't know if they were hitting me or not at the same time.
- There's a treasure chest near the very beginning that I opened, but it's not clear if I got anything from it or not. Just that it was opened.
- I'm adding this one in because I'm also trying to wrap my head around making compelling 2.5D worlds. Some of the foreground obstacles, while impressive looking, block player vision for a bit too long and become more of a hindrance than the eye candy they're meant to be. I think there's a veyr careful balance to strike here when incorporating elements like this (trying to keep thm relegated to corners or decide on objects that would logically be thin enough that they don't obscure the entire character model at any one time.
Overall the presentation is very good and from many of the details it's clear that you care about this project, so I hope to see you continue working on it. I'll also give it another shot later on to see if I can get past that jump and explore more of the world / learn more about all those hidden characters in the menu. Nicely done!
Thank you for trying our game and typing out such a detailed review! The team appreciates all the feedback listed here!
Character Art:
Nolly is our character artist and he really did an amazing job on those character portraits! It really adds a huge amount of charm to the game.
Cherry and Jeru also brought them to life with the 3D models and animations!
UI:
We are working on revamping it visually and functionally postjam which including "Item Obtained" toasts that pop in showing what items you received and how many
Map/Level:
The entire map layout/blockout was made by TajZ and the starter area was fleshed out and brought to live by myself.
I did work on trying to keep most everything out of the players view and the few things that are I tried to add a "fade" to them.
Movement/Enemies:
Questions:
If you don't mind could you answer the following questions
Yeah, sure thing. So I just replayed for a bit and noticed the fade-out you gave on objects in front of the player, I think it works as long as those objects don't appear in areas that allow combat (currently the enemies are able to chase me into any room so they can still be obscured by pillars that are not transparent because I'm not behind them).
The doors didn't bother me so much, but having them open up onto an enemy who was then hidden behind the open door was a bit frustrating. I think having the doors felt "texturally nice", if that makes sense. Maybe just have them swing one-way towards the far side of the camera rather than being wide, double-doors. Speaking of which, the walls that separate the rooms also extend very far towards the camera so they take up screen real estate for a large amount of time. I've been looking at how Metroid Dread handles all the dead space on the camera-side of the player lately,, it feels quite elegant, you could consider checking it out.
In terms of the platform I couldn't land on, it was a thin platform attached to the right wall just past a short climbing section (it's only in the 4th room I think, it's not very far).
(sorry I had an image pasted here but for some reason itch isn't letting me upload it...)
Hopefully this feedback was useful!
This is very helpful!
I have yet to play Metroid Dread but it's on my list of games to play when I have some time! I will definitely see how they handle the 2.5D situation.
Doors swinging away from the camera would probably be ideal, Thinking about making the enemies trigger the fade effect along with making the pillars thinner.
I'll look at the platforms in the 4th room and see if I can adjust them!
Thanks again for all the valuable feedback! Hopefully you'll enjoy the postjam version we are cooking up!
The game look great, but I do not have SFX for abilities. That aside, the VFX are cool, even though it might lack some feedback in the combat. There are many bugs with the interfaces (the most frustrating one, it hides my cursor). It has some good potential, I am going to keep an eye on it.
Thanks for trying out our game! 馃槉
That and much more is in the works and didn't make it into the Game jam build due to time restraints!
After download and see the beautiful menu resolution and settings. I started the game and had an Unreal Engine crashing error.... sorry hope this works out for you
Oh no! We did a lot of bug fixing too! 馃槶 If you don't mind answering what error did you get and version of Windows do you have?
I have Windows 10 Pro
hopefully this helps?
It does! We'll have to look into it and fix it post-jam. Thanks for trying to run our game though! 馃挅