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Memory & Madness's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1 | 4.488 | 4.611 |
Overall | #3 | 3.767 | 3.870 |
Design | #6 | 3.677 | 3.778 |
Adherence to the Theme | #10 | 3.136 | 3.222 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I liked reading this, but I would definitely have wanted to see more leaning into the theme of being in someone's mind. Aside from the idea of using lots of different terrain, I didn't see very much.
thanks for the feedback. I tried to make lot of the powers geared toward the idea of manipulating the environment and taking advantage of being in the subconscious setting. That being said, I’ll try to build up the theme more through the mechanics when I tackle a revision.
Max points on Originality, makes me want to read a book about this or watch a movie.
The design is solid, so is the layout, and the adherence to theme is wrapped in there too. The ticking timer of the Madness getting slowly more and more powerful is amazing, I totally see that as a successful adherence to theme.
I would love a one-off campaign book/rule book with this setting and gameplay about delving into a dude’s mind to get what you need to save the world. Awesome.
Wow. Thank you so much. I really appreciate it. Definitely plan on developing this further when I have a break from my day job.
You ever need a co-author or someone to do some of the work on it, let me know, I love the theme, and just thinking about ways that it can be expanded on is getting me excited!
Theme is at least unique, and the variable ending is an amusing mechanic. The ability of madness to start burning 4 stability per turn when a level 2 unit is killed seems a bit overpowered. This makes having at least one agent with stabilize functionally mandatory. I understand that the agents aren't meant to kill the madness units, but it's still overly punishing. Given the overall mechanics, I'm not sure why the agent player would take anything besides a mix of guardians and healers to have access to stability, and higher defenses coupled with the ability to move enemies. The game seems conceptually interesting, but I don't know that the mechanics work in practice. The concept of doubling enemies on their death has also shown up a few times in various games in the jam as well, so I don't know that it's that original of a mechanic, though the mind of madness theme is fairly novel. It interacts with the notion of redefining failure, but by turning killing into a failure state, it renders large sections of the mechanics less than fully relevant.
Thanks for the feedback. These are definitely issues I’ll work on when I get a chance to do some revisions. I appreciate the thoughtful analysis.
The setting of this game is so awesome! Using this as a base game, it has so much potential to become something more unique and interesting than what is out there IP wise. I honestly think you should pursue this beyond the 1 page limit.
I feel the adherence to the theme is a little bit weak, but mechanically it works, is fast paced which you want for jam games, and is just a cool idea. Loving it!
Keep it up!
Thanks! I appreciate the feedback and the encouragement. The theme was tricky for me--I tried to address it by having units respawn and--at least in the case of the Agent player--give them an opportunity to change the unit type to facilitate shifting strategies. There's more I would have done, but the 1-page limit gave me fits!
I do intend to post an extended ruleset--at the very least, to create rules for two teams of Agents fighting each other (with or without Madness run by a "AI" rules). I also want to create a few alternate scenarios. Will likely have to wait until the holiday break to tinker with all of this.
Thanks again!
Best,
TS
rad idea!
Thanks!