zest-is-best 2020-10-05 22:33
Couldn't understand the language - but still had a great time!
Really high quality jam game! Haha, got hit by the anvil like 100 times! xD
Foon → Ludum Dare Explorer → LD47 → Remember the Way
By ilopes, Nelson Gaspar, Camila Rocha and caiojmini
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 118 | 4.10 | 21 | |
| Fun | 399 | 3.68 | 21 | |
| Innovation | 452 | 3.65 | 21 | |
| Theme | 261 | 4.08 | 20 | |
| Audio | 154 | 3.97 | 21 | |
| Humor | 139 | 3.88 | 20 | |
| Mood | 201 | 3.97 | 21 |
Couldn't understand the language - but still had a great time!
Really high quality jam game! Haha, got hit by the anvil like 100 times! xD
Had real fun playing the game. Reminded me of cat Mario because of the frequency and silliness of the deaths. Good job!
I think the traps could be little more... predictable... :)
This game is a fun experience, the camera bothers me a little but in general it was a good time playing
really cool game!! I love the idea of dying and trying over and over again, congrats!
**[PT-BR] Análise...**
1 - Mecânicas, Aprendizado e Fluxo: Demorei um pouco para entender que interagir com objetos descritivos levariam a liberação de movimentação. Creio que isso tenha a ver com a narrativa (talvez) de não gerar algum tipo de "paradoxo temporal" (mas não consegui confirmar, porque morri tanto que me frustrei e abandonei o jogo na terceira sala). Aprender a jogar prioriza a exploração em um primeiro ponto, depois é tentativa e erro. Fui descobrir as armadilhas apenas depois de avançar até a terceira sala (por sempre verificar os objetos em jogos do estilo Virtual RPG (doravante VRPG)); ao jogar a segunda vez eu pulei isso e descobri que não deveria. O efeito sonoro de liberação de armadilhas é também usado quando ativa algumas armadilhas (e isso me atrapalhou bastante).
2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram muito bonitos (especialmente em tempo de game jam). Há uma flutuação estranha na câmera (não sei se é proposital). O som me traz memórias de jogos no estilo VRPG. Em geral, os efeitos sonoros e objetos de cena ficaram bonitos e confortáveis. Gostaria que a narrativa fosse entregue com comentários mais subjetivos (talvez), assim eu confirmaria a hipótese de estar evitando um paradoxo temporal. Localizar para inglês poderia ajudar a alcançar mais pessoas.
3 - Cultura: O jogo parece ter uma pegada psicológica e, ao mesmo tempo, beber bastante de VRPG. Com algumas armadilhas cartunescas.
4 - Monetização: Creio que em uma versão polida, com possibilidade de voltar o tempo alguma(s) vez(es) poderia render uma jogabilidade mais empolgante. Gostaria de ver algo do tipo evoluindo e sendo vendido em stores como Steam e Epic Games Store.
**[EN] Analysis...**
1 - Mechanics, Learning and Flow: It took me a while to understand that interacting with descriptive objects would lead to the release of movement. I think it has to do with the narrative (perhaps) of not generating some kind of "temporal paradox" (but I couldn't confirm it, because I died so much that I got frustrated and abandoned the game in the third room). Learning to play prioritizes exploration at first, then it's trial and error. I went to discover the traps only after advancing to the third room (for always checking objects in Virtual RPG games (hereinafter VRPG)); when playing the second time I skipped this and found that I shouldn't. The sound effect of trapping is also used when activating some traps (and this has really disturbed me).
2 - Graphics, Audio and Narrative: The graphics were very nice (especially in game jam time). There is a strange fluctuation in the camera (I don't know if it's on purpose). The sound brings me memories of VRPG-style games. In general, the sound effects and scene objects were beautiful and comfortable. I would like the narrative to be delivered with more subjective comments (perhaps), so I would confirm the hypothesis that I am avoiding a temporal paradox. Finding for English could help reach more people.
3 - Culture: The game seems to have a psychological footprint and, at the same time, drink a lot of VRPG. With some cartoon traps.
4 - Monetization: I believe that in a polished version, with the possibility of going back some time(s) it could yield a more exciting gameplay. I would like to see something like that evolving and being sold in stores like Steam and Epic Games Store.
Had no idea what I was doing but I loved the atmosphere. Not sure I understood the logic of the traps - were you supposed to explore everything in an area before being allowed to move on? Because then that would contradict the instructions where it's not recommended to explore the environment..
Also, even though I couldn't understand it, I was actually really pleased to see a non-English game!
@gossian , the idea was to remember the right path all along. Even though the avatar would always go back to square one, the player would not since they would remember what worked and what did not. ^^ Glad you liked it overall! Thanks!