Damn. Why does every mumei game have to hit this hard.
The writing of this game is simple but really clever, and the premise of the gameplay is really unique and fresh. It just starts off a little confusing, but I started to get the hang of it by the 4th room after the tutorial rooms.
There are quite a whole lot of sprite/UI animation for a 2 weeks jam and they look amazing too. You even get a dedicated animation of Mumei turning around when looking at notes.
Some areas of improvement:
- The tileset is a little confusing. There's quite a few times where I've mistaken a wall tile as a blocking space, and at times mistaken a blocking tile as a walking space. One suggestion I have is keep a consistent shade across all tile types. (Eg. Blocking tiles could be shaded very dark, and wall tiles just a little darker than ground tiles)
- Everything is visually blocked by the bottom tile. Maybe show the shadows of entity when they are blocked (probably not an easy task), or make the bottom tile semi-transparent when walked into.
- Movement can sometimes get stuck when walking diagonally into the wall.
This is probably one of the most interesting entry in this jam I've gotten to play so far, great job!
Viewing post in Memory Collecting at World's End jam comments
Thanks for playing the game! Your words mean a lot to us, as we thought that your game was also very well-made. So hearing this from you guys is great.
As for the feedback. All of it sounds very useful! We actually didn't get that much playtesting in (not as much as we hoped) so feedback like this is very useful.
I'm hoping to collect some feedback, fix some bugs and maybe post it as a little game.