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A jam submission

ReminiscenceView game page

A door to many worlds
Submitted by jogzfon — 8 hours, 5 minutes before the deadline
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Reminiscence's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#384.1844.184
Audio#2383.1223.122
Overall#3072.9862.986
Fun#3482.7352.735
Game Design#3692.7762.776
Innovation#3762.5312.531
Theme#4472.5712.571

Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
In my game, there are three special doors that take you to different places. Each place has a part of a diary that the main character forgot about. This connects with the theme by answering the question: What's behind the door?

Did you write all the code and made all the assets from scratch?
Yes!

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Comments

Viewing comments 43 to 24 of 43 · Next page · Last page
Developer

- Fixed some bugs

- Fixed Dash Delay

- Made it a bit easier

- Adjusted the controls

Feel free to try it again or download the improved version here:

Reminiscence Fix

Submitted(+1)

Neat game, I love the graphics! Though, there are a few things that I'd like to say. I'd introduce dash before the pogo jump, I wasn't really able to finish the pogo-jump section without also using a dash. The dash seems a little delayed as well? Checkpoints would also be nice! Other than that, great work!

Developer

Thank you for playing, Thank you for the suggestion, I'll do just that.

Submitted(+1)

Starting with good - assets are great, characters are really interesting, sounds also fit quite well, boss theme is quite unique imo. Premise is also pretty good, if you had more time you could probably create something really great!

But unfortunately there's a lot of bad stuff. Controls are outright bad - the movement is slippery (using AddForce on A and D?), Pogo jumps are really inconsistent, the jump-boost sphere in the tutorial is very very random, dash feels bad (it activates on OnKeyUp from what I can tell). 

I've also played the fixed version, but it treated the symptoms rather than the problem - you can actually beat the whole tutorial by holding D and long pressing spacebar, without even Pogo jumps or dashes.

Now for the other doors - the boss one I actually kinda liked, it is a great idea and really not a bad execution. I would recommend you to research what an iframe is, but otherwise good job! Though I've encountered a bug when boss' theme doesn't end when dying.

The blue parkour door is also not bad - if the controls were fixed I'd have no problems with it, again, good job.

The green parkour is really unsightreadable, dying is extremely easy and controls do not help it.

The wave defense game is also not bad - slightly repetitive, but by wave 3 you really have to try and it gets challenging in an interesting way, which I quite enjoyed. I didn't enjoy that after the "portals are destroyed" message even more enemies started coming and I couldn't fend them off.

Overall, I'd say this game has a lot of good moments and surely will be a great learning experience. I'd suggest you research how platformers work, stuff like coyote-time, iframes, etc, and have your friends/random people playtest the game - it ALWAYS helps! Good luck with your game-development journey!

Developer

Thank you for playing and providing detailed feedback on my game. It's a valuable learning experience for me, especially since I'm still new to creating movements in the platformer part and level design. I appreciate your suggestions and will keep them in mind as I work on further improvements. Thanks again!

Submitted(+1)

this game beat my ass... and i just kept going back for more. fun!

-dustin

Developer

Thank you for playing : )

Submitted(+1)

Art looks good and the gameplay is nice, The pogo jump is bit difficult but get use to it after a few tries, also I think the dash should be trigger when the key is press not on release. I also notice that the character falls faster after dashing.
Not sure if this is intended but the third door just brings me back to the main menu.
The audio in the boss battle continues to play after losing.
would be nice to have coyote time.
And lastly after the tutorial level I think players should respawn in the door room.
Other than that I think you did a good job :D

Developer

Thank you for playing. Thank you also for the suggestion I will be adding that to the game thank you.

Submitted(+1)

I've played both released versions (the originally uploaded to the jam and the fixed version), but I realied mostly on the newer one, so, my comments will be regarding that one.

The game has an immensly appealing artstyle and vibe to it, with its use of pixel-art, and the world and enemies' design is also very interesting. The combat itself is also fun.

However, there are some issues to be addressed:

  • No checkpoints or health recovery prompts, which makes restarting the whole game kind of bothersome...
  • ... especially when the navigation gameplay sometimes gets not so intuitive, like with the obstacle courses or the POGO jumps.
  • On the "Defend Crystals" level, the stereo (left-right) perception of enemies' position is sorta missing, as it could help in asserting where they are and helping on clearing the level without so much difficulty

In any case, this game's Game Design is excellent, and shows a lot of potential. Congrats!!

Developer

Thank you for playing my game. Thanks for the critique, I'll be updating the game according to that pain points. Thank you very much!

Submitted(+2)

Love the art style! I found a bit hard to get used to the controls but once I got them it was such a fun entry to play. Great job!!!

Developer

Thank you for playing : )

Submitted(+1)

I love your art style for this game, a great meld of pixel graphics with glow lighting really makes it pop. As people have mentioned I has a bit of difficulty with the movement (mainly the pogo jump) but I can see you have updated a version below ;) Really great game, amazing work!

Developer

Thank you very much!

Submitted(+1)

art looks great! movement is a little bit too hard for me to get through the level reliably though.

Developer

Thank you for playing, thank you for pointing it, I'm working on fixing it:)

Developer

- Fixed some bugs

- Made it a bit easier

- Adjusted the controls

Feel free to try it again or download the improved version here:

Reminiscence Fix

Deleted post
Developer (1 edit)

Thank you for playing : ) Will surely play your game!

EDIT: Great job! Keep it up!

Submitted(+1)

The visual are great the controls feel very stiff.  Having the horizontal movement have a fixed speed instead of acceleration and the slashes coming out faster will make the playing experience more fluid in my opinion. Amazing game nonetheless!!

Developer

Thank you for playing. Yes I am aware with the controls thank you for the suggestion, I'll do just that : )

Submitted(+1)

Art and sounds are impressive but you should make tutorial a bit easier in my opinion, because the "platformer" part of your game is not really enjoable to play tbh, the gravity acceleration is too high and that delay before attacks and dashes feels a bit annoying. But anyway the game is great and you definetly shold not stop!

Developer

Thank you for playing. I will definitely optimize and play around more with the game, thank you for the feedback :)

Submitted(+1)

I like the art, and the boss fight and wave fight was fun. I always lose at wave fight, it say "portail destroyed" or something like that but it seems like enemies keep coming and it's too hard to hold, when I want to attack an enemy wich is attacking my crystal, and there others enemies in the attack hitbox, it will focus in priority the others enemies..

The controls are not enough responsive for platforms levels, when you only do one click with left and right key, your character doesn't move, it need some times to move at a certains distance.

I gave up doing the jump and down attack, it's to hard to hit the hitbox and then jump where you want. Hopefully I could crossed with dash and spam attack to have air time.

-When I die, the last sound play in loop (mostly happened with the boss), had to quit the game to stopped it.

Also, the level where you were dead kill you when you open the door. Also had to quit the game to fixed it.

Developer

Thank you for playing, thank you for pointing out some bugs, I'll be working on it. Thank you : )

Submitted(+1)

I really liked the art and the sound! The gameplay was a bit difficult to pick up at first but I got the hang of it eventually! While others have suggested changing the controls, my suggestion would be to put the player in a safe space to learn them. Maybe wait to have lives kick in until after the player gets through that area.

The green belt section was TOUGH and I loved the crystal waves.

Nice work and congrats on finishing!

If you do get a chance to play Untangled it would really help us, we're just 3 away from the threshold at this point. Thanks!

Developer(+1)

Thank you very much for playing and for the suggestion. I'll be sure to play around that thanks!

Submitted(+1)

I suffered with the controls and responsiveness, the theme of the jam didn't feel very developed, but I loved the sound and art, the enemies looked cool and the main character was enigmatic!

Developer

I apologize for the experience, I'll be sure to optimize it further. Glad that you liked the art, thank you very much for playing.

Submitted(+2)

I was stuck on the tutorial for quite some time. couldnt make that second jump without dashing. but the art and music is really good, the boss sound effect is so creppy it even scared me the first time. But the sound didnt stop playing after i died, which was too easy to do imo

Developer

Thank you for playing, thanks for pointing out that part. I didn't really have much time to playtest the game. Thank you very much!

Submitted(+2)

So the art and atmosphere was on point. I do have to say that controls felt a bit delayed almost. Like sometimes I would hit dash and it wouldn't dash for like half a second and I'd fall into a pit or onto spikes. The timing for the down attack to bounce was also weirdly tight. I was at the wall behind the second door for far too long trying to hit the bulb just right to bounce high enough. I do think this is a good start and I can really feel your inspiration. I'd love to see what you could do with some more time into something like this.

Developer

Thank you very much for playing! For the dash part it did have a time for cooldown like 1 second but I forgot to add a visual cue for that. As for the others I'll be working further in optimizing it. Thank you : )

Submitted(+1)

wish gamedesign was more concrete. like what the point of defending crystal if you got jumping mechanics which level design isnt using? definetely, maybe i needed to play a more to see its usage, but it was very confusing for me to get some tower defense after tutorial. another example comes to my head: 1 lvl mob-head die from 2 hits, but time difference between making 1 or 2 attack is not too big to put it in game. i guess there is just no really big time delay between attacks. also there is two spawners from two side when you could just use one side for spawner and other for base. more fighting, less walking. but its got very good stuff i appreciate. you got the clear target what to do in it lmao! even though i am making mostly confusing as possible game for player to make it unbeatable puzzle in terms of gameplay/story/aesthetics for boring people i still happy i am not the only human being alive

Developer(+1)

Thank you for playing. Cool suggestion! : ) My game was set that after a tutorial, depending on the door you hit you will be teleported to a random genre of game, may it be tower defense, boss battle, platformer and more. Thank you very much!

Submitted(+1)

That boss fight was quite the challenge :D Great pixel art style and music in the game! The gameplay is good, but it took some getting used to the timings. Overall a nice package!

Developer

Thank you very much : )

Viewing comments 43 to 24 of 43 · Next page · Last page