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A jam submission

Memories of ClosureView game page

3D Abstract Atmospheric Metroidvania
Submitted by MegaMelone — 32 minutes, 32 seconds before the deadline
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Memories of Closure's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#103.4553.455
Relevance to the theme picked#113.7273.727
Overall#153.2183.218
Enjoyment#163.0003.000
Sensory#183.1823.182
Metroidvania#222.7272.727

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme chosen
Echoes of the Past. We interpreted this theme through an exploration of a child's psyche, from the perspective of their future self

Team/Developer
MegaMelone, Waytan, Yannan Ma, Roann Cordova

Engine
Unity 3D

External assets
We used a few Unity Asset Store packs to fill out some gaps aesthetically, and pixabay for all the audio.

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Comments

Submitted(+1)

Very cool and moody! My favourite thing was all tutorials being phrased as memories, makes them feel way more immersive. One thing that annoyed me was that due to Ctrl being crouch, and movement being WASD, I ended up pressing Ctrl-W a few times and closing my browser window. Luckily saving worked even in the web build, so I didn't lose too much progress. I really liked the setting and the progression, using the Pogo to skip some of the UFOs was fun. I think some points could've used more checkpoints (like prior to the room with many UFOs), and I maybe was expecting a bit more from the ending, but overall, I really enjoyed this. Nice job!

Developer(+1)

We initially required the player to hold ctrl while crouching, but changed it to just clicking ctrl to get into crouch state for this very reason, it's unfortunate to hear that it's still an issue. Thanks for playing the game to the end we greatly appreciate it! 

Submitted

Haha, yeah, it definitely would've been worse with holding, and I eventually got into the habit of pressing Ctrl first and only moving afterwards, but sometimes I ended up panicking and doing it too fast when trying to escape from the UFOs.

Submitted(+1)

This is a cool concept for a game, and all of the decisions and story beats feel  very intentional. The atmosphere was very well done, the silence was creepy and the UFO sounds / camera rotations were sufficiently off-putting. The puzzle clues were also quite well done, giving bot hinsight into the past as well as hints at a solution. As others have said, this was quite well done for a 3D entry - it may have been a bit on  the dark side, but that just served to further the creepy atmosphere.

Some feedback:

- The block puzzles were done quite well, but the pushing / pulling viewpoint left a bit to be desired. I'd suggest either turning the block partially transparent when it's being moved, or til the camera slightly to give a view of the room and block together.

- I was never entirely certain how the marbles would work. Sometimes the cameras reacted to their initial impact, sometimes they tracked them partway into their roll. It was also hard to know if the cameras were looking at me or at the marble, I got burned by this pretty badly in the room after the playground hint (I was certain the camera was looking at a marble but it suddenly turned and spotted me).

- I really like the text for the Falling sphere, but it took me three different playthroughs of that particular area to trigger it. Perhaps  put the sphere above the hole rather than in the middle of it.

Overall this felt like a cool interpretation of the theme, and it did incorporate some Metroidvania mechanics into it, but it felt more like a puzzle game to me. I don't really hold that against it, it was definitely fun for what it was and it set the mood very well for both the mechanis and story on display. Nicely done!

Developer

We really appreciate the in depth feedback! The marbles  definitely weren't explained as best as possible, but essentially the turrets will always focus on the most recent sound emitted within their radius, so when a marble makes a sound, that's when they lock in on it. Usually marbles will make a sound whenever they collide with anything else like a wall, but I think I might have made their audio source range too small since if you throw them far enough you might not be able to hear them 

Submitted (2 edits) (+1)

Cool game! I like the strange & eerie levels that give me a "backrooms" vibe. The general silence of the game works to make it even creepier. I became stuck at a room soon after unlocking the marbles. It was the room with several spotlights where you have to get the box. I think the checkpoint should be closer to that room, because I had to walk back there several times and eventually gave up. Good game overall!

Developer

You're absolutely right, once the jam ends we'll definitely adjust the checkpoints. Thanks for playing!

Submitted(+1)

Okay, I put more time into this than I thought I was going to. I made it to the very end. The game was rather enjoyable to play. At first I wasn't sure how it was fitting the metroidvania feel, but as I started to get more items I kind of understood, but it still felt more like an atmospheric puzzle game than a metroidvania to me. 


The idea of memories helping guide you along was well done. I am a bit disappointed though that I never figure out what was "locked behind the door." I'm sure it was answered and I missed it.

Developer

Thanks for playing and finishing the game! We were honestly worried nobody would get that far since in hindsight we made the game too punishing with the saves. Also yea we did make the answer behind the final locked door on the esoteric side on purpose because we felt that a blatant answer would take away a bit from the allure of the presentation and story

(+1)

I thought this was really well done for a 3D game. I usually see a lot of these that either are broken, too dark, and/or too complex.... This was great it was enjoyable and well put together. Thanks for this entry ! 

I rated highly about 4/5 

Developer(+1)

Thanks for playing!

Yes this one is really awesome, I am going to play it again and see how far I get! Would love to know reaction/comment/rating for our our entry here also! Thanks .... will leave a much more detailed review for this one sometime today!

Okay this time I got to through the 2nd red door/key and got caught by the crazy robot camera thing....which scared the hell out of me lol .... I wish I had a save point more often...Because I had to go back there and get the key to the door I already opened...buts its cool.... the child psyche-drama of the game is great....rating high on execution, sensory, theme.....maybe less so on metroidvania....maybe ill play more and see if that hits that for me also

Submitted(+1)

Unfortunately I didn't beat it, but I think I got pretty close. I got the pogo stick and made it back to the top floor and up to the point where you use the pogo stick to pop up and theres a trap almost immediately. I had no time to react. It took me a while to get there and I think I would have gone further if there was a save spot in a room right after obtaining the pogo stick. Other than placing a save spot closer to after getting a pogo stick, I think the game was pretty balanced. You nailed the theme you chose, the puzzles were generally straightforward but still challenging. The box mechanics were really solid. I didn't encounter any issues of getting myself stuck which happens a bit with box moving mechanics.

Besides the save spot distribution, I think the only other criticism I personally have is the lighting. I know the darkness was what you were going for, but I did have trouble seeing things. A map would have been nice. One that displays each floor and lets you know which one you visited, but I wouldn't count that against you because the routes were relatively straight-forward.

I'm not a fan of 3D metroidvanias, but this was executed well enough that I didn't have issues with the 3D aspect.

Overall, a very solid game!

Developer

Honestly one of our biggest worries was that players could get lost in the map so it's a very real relief to hear that it was relatively straight-forward! An accessibility option for the lighting would have gone a long way, I really should have added that, that was definitely a blunder on my part. I'm not sure if it would be entirely fair to edit the game now, but once the jam ends we'll definitely pace the save points better, our perspective on that was very skewed so we didn't quite get it down right


Greatly appreciate the feedback! 

Submitted

No problem!

Submitted(+1)

Love this creative theme! Reminds me a lot of Sea Of Solitude

Developer(+1)

Sea of Solitude is SOOO good, we actually didn't consider it as an inspiration but now that I think about it, it's absolutely there. Might've just been a subconscious inspiration on my end