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memBrain
memBrain
By sciman101
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 184 | 3.80 | 49 | |
| Fun | 387 | 3.44 | 49 | |
| Innovation | 15 | 4.17 | 49 | |
| Theme | 24 | 4.39 | 49 | |
| Graphics | 237 | 3.98 | 47 | |
| Mood | 479 | 3.24 | 43 | |
Comments
Hey really cool game! I loved the map data mechanic, thought that was pretty nifty. One criticism I could level however is the lack of tutorialisation in regards to controls; it took me a while to work out how to cycle through and delete map data. Cool overall though, good job!
lisa
2018-08-13 17:25
Super on point with the theme, really creative!
@limejuice123 @lisa Thanks! I'm glad you guys enjoyed it
Wow! I loved this! Really original idea and great execution! well done!
datyak
2018-08-13 18:03
Loved this game, the robot was adorable, nice job modeling it. Concept is cool, and execution was great. fantastic game, nice job! (A hack would to to write it down on real world paper lol)
Pretty neat idea right on theme. Just one thing that bugged me a bit was the memory deletion that felt a bit cumbersome. Clicking on them instead of selection + delete could have been simpler.
@datyak Thank you!
zsolt
2018-08-13 18:56
Nice game but nothing happend when i collect 3 memorial card. Overall good job i enjoy it :)
zsolt
2018-08-13 18:56
Nice game but nothing happend when i collect 3 memorial card. Overall good job i enjoy it :)
ashment
2018-08-13 19:01
Awesome game. The idea is great and the execution is just as good. Graphics are good. I would have liked a few more slots for maps but hey, that's really not much of a criticism. Fantastic job!
tuism
2018-08-13 19:03
It's an interesting idea and the execution and presentation is really good - great graphics, animations, movements. But the game itself feels like a huge chore, with the core mechanic being... Either memorisation, or really menial storage management, neither of which are fun or engaging. Perhaps if the inventory management were more intuitive and less clunky (maybe with mouse and keyboard, drag to delete), it might be more interesting, but as it is now it's more a matter of frustration than challenge.
red-iron
2018-08-13 19:11
Funny cute robot, interesting gameplay, great implementation of the idea
jsmcag
2018-08-13 19:19
Great take on the theme! Executed perfectly, too! Five stars!
@tuism Yeah, I see what you mean. Early on I wanted the game to support controllers, which is why I didn't use the mouse for memory management, but since I never ended up implementing proper controller support, I probably should've just gone with mouse for memory management. Thanks for the feedback!
I dig this little gem! Reminds me of Metal Gear Solid and the theme is really on point! Great job! Thanks!
Really interesting idea!! The room reveal is spectacular!
A cassette tape robot, I instantly love this game its original and looks great. Besides a minor gripe with the error sound my main critique is the gameplays balancing, I like your concept, but by the time I got 2 keycards and a code I felt like it got kinda stale and was just a lot of deleting rooms as I backtracked to the keycard doors. I think the gameplay would function a lot better with more tightly made puzzle experiences instead of the procedural feel it has now. With a focused experience I think that would take the game to the next level. Overall still awesome!
Good stuff, really cool concept! You applied the theme perfectly. Definitely got that oldschool gaming feel too which is nice.
nenas
2018-08-14 09:59
Played it through, the mechanic with the map and the 6 space slots is realy inovative. I think this game has a lot of potential.
mehozavr
2018-08-14 12:56
Great game, graphics and game mechanics. Sadly it has no music, it would be better with some moody music.
Very interesting mechanics!
manusaiz
2018-08-14 16:11
I like the graphics and the sound effects. Also the movements were really smooth.
Fun game! Very innovative and fun.
I played this game for about five minutes and I only found one key though. It also took me a while to work out how to change the room data to drop. But that's okay for a jam.
Overall this is definitely one of the top games I've seen.
@james-leib Thank you! I'm glad to hear you enjoyed it so much - if it weren't for the time limit, I definitely would have liked to make it more intuitive, have some more instruction for the player.
gizmolo
2018-08-16 03:40
Woah you nailed the theme, running out of space is an understatement! Great job on the graphics and sfx too! I will say that I found myself just deleting the memory of the most previous room instead of actually doing any real memory management. That did hurt me in the long run as I quickly forgot which way I was coming from, but I do feel that there needed to be a less *demanding* way to manage memory. That's my only complaint though, good job!
Loved this theme interpretation, probably the most creative iv'e seen so far. You also executed the idea very well, the combination of the graphics, audio and gameplay was great. I found some elements of the game a little bit easy when you can just keep deleting the room behind you but then adding the mechanic that keys also took up space threw this off a little, so well done on that! Great work!
yetman
2018-08-17 18:23
Nice game with a very interesting idea. My only complaint is that the "R" button is very near the "E" button so I mistakenly reset the level multiple times. I didn't try to remap the controls though so may be that would fix my problem. The 3D pixel art looks so nice and the retro menu style feels so nostalgic. I also would prefer to have a visual indicator for which room each data piece refers to. Overall, great job.
@yetman Thank you, there is something sort of like what you wanted - when you select a data piece, if it corresponds to a room in the map that room will be highlighted blue in the minimap
I realised early on in my experience that I could simply delete the first slot of memory with each room I would cross. From that point on, remembering how the map would look like served no purpose. This weakened the effectiveness of the intended design.
With that said, I'm not sure the intended design works in the first place, at least not with this execution. I found the memory management mechanic to be irritating. It felt like a completely arbitrary limitation that served no other purpose other than annoying me as a player. It reminded me of the inventory limitations in the Resident Evil series of old.
@mike-inprinciple That's a pretty valid point - I did realize as I was developing that there was a degree to which the memory system was kind of redundant, almost, but at that point I was too far in to change my game, so I just went with it. If I had more time, I wouldn't have minded trying to make use of the mechanic better, maybe make remembering rooms serve a purpose beyond visibility.
In any case, thanks for the feedback!
@sciman101 No problem at all! I think you may be able to think of something clever with the memory for sure. If you make it useful the game could turn out to be quite interesting!
Amazing game, can't believe it was done in 3 days! The memory slots get tedious, but it doesn't make the game any less fun. It fit's with the theme, has excellent gameplay and graphics, this is a top 50 for sure!
@annoyedcactus Thank you so much! That means a lot to hear :smiley:
tymus
2018-08-22 22:55
The robot got off the ground and couldn't fit through doors and I was able to remove the momery of the room I was in, too bad, I was close to the end :3 bug1.png But other than that, the feeling of the robot's really cool, lacks some bip boops and a bit of music and it would be perfect :)
memBrain.png
Good concept! Nice implementation!
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Evaluation...
0 - Main Mechanics: The main mechanics of maze exploration to collect items and then escape with limited abilities of perception became very nice. I'm wondering how to extend the main mechanics to a larger game (more challenges and such).
1 - Secondary Mechanics: To be exchanging between items and partially letting the player remember where they have already passed were interesting design decisions.
2 - Learning Curve: It was not long before I learned how to use the commands (I hope I have used them all). That's even without tutorial on the outside (on the Ludum Dare page). Very good.
3 - Flow: The added difficulty was smooth. With the advancement of the player, the game will require less ability of the character to keep information in memory. Perhaps a version with less memory space can provide a greater level of challenge (perhaps creating new phases or simply having "hard" mode).
4 - Love Points: The way the images disappear and how the game was presented were the things I liked the most. It was good to finish the game.
5 - Presentation of the Narrative: The narrative was presented on the page of the Ludum Dare. I wonder how it could be presented inside the game. The dialogs are too fast (I do not know if they're tied to the computer's FPS, maybe I'll put them away if the person pushes a button, I do not know).
6 - Art Polishment: The visual effects were very interesting (darkening and lightening of the rooms recorded in memory and such). The main character and the choice of camera type have also been adjusted (as I see it). Congratulations. Polishing is always possible, and I would like to see how obstacles could be, and even mobs or wrists that erase some of the memory ... Hahahahahah.
7 - Monetization Attractiveness: I believe that a complete game, with some polish and with varied challenges could sell by itself (without monetizing with advertisements and such). But you could possibly sell by advertisements on the cell phone (with the right settings for control, maybe).
8 - Community Generation: The character has the possibility of being worked as a charismatic entity for the players. A Facebook page could center actions on characters and news (but it would not necessarily be helpful, I'm curious; if they create me they call me to tan). :)
9 - Cultural Dialogue: The game alludes to times of low memory in old recording devices, so it somehow contextualizes itself in a cultural way. If the game is increased, there will probably be new forms of relationship (culture and play, game and culture).
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I REALLY like the main mechanic of choosing which 'rooms' you can remember. Great adherence to theme as well!
@tymus Whoops, guess that's what I get for using a character controller :P Glad you enjoyed it, though!
This game is simply on point, honestly one of the best which i've played so far! The detail of the room transition between hidden and visible is simply awesome, the mechanic of storing just a few rooms to be lit while allowing us to walk in the dark is great. Honestly i could see this game evolve into a fully polished released game that would go straight into my steam library. Good job, and I expect this to be top 50 for sure :D
Thank you, @wrexialmt !