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Memory Lanes's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #36 | 3.439 | 3.439 |
Creativity and Innovation | #41 | 3.683 | 3.683 |
Overall | #42 | 3.527 | 3.527 |
Visuals & Art Style | #44 | 3.878 | 3.878 |
Fun | #60 | 3.366 | 3.366 |
Theme | #68 | 3.268 | 3.268 |
Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Does your game contain AI-generated content?
no
How does your game fit/incorporate the theme of the game jam?
the game takes place in the far future where Neuro must fight imaginary copies of her past friends
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Comments
This is amazing! It's insane how you managed to make a strategy game with such fleshed out systems and interesting content in so little time. This is all I wished I could have done in my game hahaha. I've never seen this cooldown system with the actions before and it's really interesting. There's a lot of interesting skills and it was fun to try different strategies. It's quite difficult, specially when you only have Neuro, and it often takes a long time to get a new character, so I think the chance for that should be increased (or have a guaranteed one in the first shop), but it was very fun trying to figure out a strategy to win a fight despite the odds. There were quite a lot of things I didn't understand though: I still don't really know what the stats "Footwork" and "Remoteness" do and there was never an explanation for any of the stats. The targeting for the attacks is very weird, some attacks said they attack the closest enemy but seemed to target a completely random enemy every time, and support and heal skills would always only affect the character that was using them for me (but I could see the same characters use those skills targeting different characters on the enemy side). I also found it a bit confusing at first that the PREP and COOL stats in the attacks show the preparation and cooldown speeds rather than time, but that might be just me (and wouldn't be a problem if you could see what each stat means, which also helps understanding the character stats). I experienced one bug i can remember (besides the bars staying after a character dies but I'm sure that's already known and it doesn't affect gameplay), where every time a shop appeared it would open a character page showing evil that I had to close each time and didn't do anything. In my last run this happened much further on in the game and I could not close it anymore, so I had to quit the game. I really love the art, all I can really say in that aspect is that the UI needs some work with things like the unthemed buttons and some elements like the bars that look improperly scaled. The audio is minimal but it is good, I like the soundtrack and the sound effects fit well. In general, this is a really great experience :3
Wow that was way longer than I intended 😅
hi, thank you for playing and the feedback! Most of the problems you mentioned have been noticed and fixed in a new update i plan to put out after the voting duraion ends! I'm also planning for QoLs and a new mechanic to make the game more fun as well! Please look foward to it~
For the mechanics you mentioned, i will try to convey them better in the updated version, but i'll also put it here in case you want to know: footwork increases your strike, berserk, defend and support actions' success and remoteness increases your shoot, aim shot and recover actions success. Success also increases your damage by a small amount as well. actions that "aim for the closest target" mean they aim for the characters whose meter is the most filled up at the time.
If you like this mechanic, i do recommend checking out the franchise "Medarot", which this game's mechanic was largely inspired by!
Ooh all that makes a lot more sense now haha, thanks for explaining! I'll definitely play the updated version when that is released!
It's an awesome game.
I understand why everything is randomly generated, but this type of game screams the need for an actual campain and a map and such. Otherwhise, wining or losing is sometimes a matter of randomness rather than skill.
Regardless, i enjoyed it.
I just don't understand how to select the target of targeted skills, if that function has been implemented in the first place.
Thank you all for making it.
hi, thank you for playing! I have received feedbacks about the balance, and i plan to put out a balance fix after voting period.
target selection in the game is automated, strike and berserk action does not assign a target beforehand, and will aim at the closest enemy to the user when performed. shoot and aim shot are assigned targets beforehand, heal is supposed to aim at the lowest hp ally, but is bugged in this version, and the rest have their own targeting mechanism
I might be dumb, but the game was too difficult for me. Evil just kept beating me up.
Liked the graphics, but animations could be little faster. Sound design was nice.
Over all pretty solid game.
Really interesting ATB system, and nice sprite work. Good job!
Game is great! Good job on the ATB! If you plan to keep working on this, I highly suggest improving the pacing of animations and transitions. Really love it!
I think evil might be too powerful in this but other than that, I think this game is very good.
Great game, a lot of characters to use and all with cute arts!
I like the sort of ATB combat system, balancing strategy game is very hard but i think you did a good job.
This one has a nice gameplay loop! It was a bit difficult but works nicely. Nice choice of music too, and cool sprite art!
Great art! The attack & cooldown system felt unique, would be cool to see a version where it gets exploited to its full potential