Really loved it. Had fun finding the solutions to the puzzles and it got me hooked. I hope you make this a full fledged game. The credits are also well made. The art is also great
Please play and rate my game as well, thanks!
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #103 | 3.946 | 3.946 |
| Gameplay | #106 | 3.784 | 3.784 |
| Audio | #155 | 3.703 | 3.703 |
| Innovation | #174 | 3.730 | 3.730 |
| Overall | #204 | 3.631 | 3.631 |
| Visuals | #576 | 3.514 | 3.514 |
| Theme | #698 | 3.108 | 3.108 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
When things did went wrong, you can just erase them...
What code and assets did you not make from scratch during the jam (if any)?
Credits song: Not about you / Jonathan Coulton
How many people worked on the game?3
This game was super charming! The puzzles were very engaging and some were pretty difficult (or maybe I'm not very good at puzzle games) and the music and sound design were great! I love the fact that as you progress and erase all the memories, the music gets stripped back and taken apart piece by piece, it's a really lovely touch! Really well done!
This is such a bittersweet tale that is well-told and well-paced. I liked the puzzles, they were engaging but (apart from a couple) not too difficult. The musicality of the puzzle's sound effects delighted me, and the music really sold the emotions of the game. This story felt real and human, and the process of healing at the end was cathartic. Definitely pulled at the heartstrings. Great work.
This is a really cool concept. I enjoyed the puzzles a lot. The music and sound design was especially nice. I appreciated how the complexity of the puzzles was linked to the emotional content of the story. At the moment when the events in the story felt inevitable the puzzles became trivial, very nice integration.
A couple of things about the puzzles: I felt like the 1 nodes were sort of superfluous since there's only one way they can resolve, you just have to click on them. The fact that the diagonal spacing was so much larger than the horizontal and vertical spacing meant that I kept not seeing that I could connect things diagonally. I got used to it pretty quickly but I still think it would be better to either make the spacing more uniform or to mark out ghost edges where an edge could be. Or something like that so that the potential connection is easy to see.
Interesting ideas, we'll think about it.
Regarding the 1 nodes- you're not the first person to point that out.
My thought initially was that I like these places in the puzzles not being empty.
As you pointed out, the puzzles also reflect the narrative and the in-game character's mind, so I felt that the ability to make it one filled node instead of a whole mattered.
That makes sense. I wonder if having some additional feedback would help make them feel integrated. Something like You get a "clarity" score based on how many times you have to redraw each path, or something like that. And so in the puzzles that reflect moments of certainty in the story these kind of nodes could be more common reflecting the character's understanding of the situation. Meh, even I'm not sure that's a good idea.
This is a very cool idea! Love how you present your puzzles, and now they tell an interesting story through the whole game without hamfisting it in too. The phone unlocking mechanic is unlike anything else, and showing the story through each file deleted felt very organic and creative at the same time. I'd say this is one of the best puzzle games in this jam I've played! This is a job well done for sure!
For some criticism, I'd say there should be a way to restrict a bit the order of how the story is told. I like that fact that there is freedom to play later levels and read the stories there (I played the game entirely backwards, with healing as the first set of levels to be played). In terms of gameplay and future development, I'd say there should still be some kind of level ordering. At least by then, you could restrict players from playing the hardest level in the get-go. I will also suggest subtitles for the audio recordings, just for the sake of accessibility.
Anyway, this game is really well done, and I hope you all will continue making awesome games in the future! Well done!
Thanks for the kind words!
We wanted to give the player complete control over the order in which the story pieces unravel.
We did keep the part where things go wrong behind more difficult puzzles, both because we wanted to encourage players to try and face simpler ones and unravel other pieces first and because accessing these memories should be more difficult for the in-game character, mentally.
I am curious though, would you do it so that you have to unlock at least one puzzle before moving to the next folder?
Maybe... that some puzzles require a specific amount of solved puzzles before the player may see them?
I do find it kind of overly restrictive but this could have a positive affect on the player's perception of the narrative.
I think some puzzles require a specific amount of solved puzzles is a very nice idea. That can probably be one of the hardest levels in the game, so players are prepared for that. It would be a good storytelling device that hides the final revelation too. Think of how Return of the Obra dinn hides the final and most important part of the story behind a 100% clear (I am not going to spoil it in case you haven't played it, you should though :) ), and that makes the game super satisfying.
Really cool idea! I like the puzzles, it's fun figuring them out and I think it's really clever that they're like a phone unlock pattern. Great work on this!
Fantastic! Great mechanic which supported a great narrative. Beary well polished too. Nicely done.
The puzzles are nice, not very hard but pleasant, and progressing in the story fragments by fragments is pretty interesting :)
This puzzle game introduces unique mechanics, making everything so engaging. I had a great time playing while following its story. This game is absolutely amazing!
Erasing memories from the past, what a novel and melancholic concept for a game! The puzzles were easy to understand and yet hard to solve, which is a great combination.
I love how there are various forms of memories, from images to audio recording, really helps strengthen the touching narrative of the game.
Overall this is a fantastic little game, great job!
Aaaay, a fellow Godot Wildjammer out and about. Saw y'all post in the GWJ Discord and had to give it a try. Noticed y'all mentioning dev'ing being chaotic 'cause of jammin', but honestly, I would not have been able to tell since the game and narrative loop are quite clean.
The lock puzzles were highly engaging, not too difficult, and perfectly encapsulated that phone experience. Would be cool to see if that concept can be expanded, but I do understand this game took more of a narrative approach. I also thought the narrative was super well-crafted.
I think my only feedback would be on visuals. Just something about the phone device and the actual screen interface felt disconnected. Might've been 'cause they have different line thicknesses, but I'm not sure. Also for myself, it was kinda of hard to read the writing due to the resolution. I do love the resolution choice matching that of a phone, but feel like maybe y'all could've just shown it was on a phone at the beginning and then "zoomed in" to only show the screen. Honestly a nitpick if we're being real and would understand if that's not the move.
Either way, super cool stuff and nice job, guys!
We are considering if we should dive deeper into the puzzle aspect of the game, we feel like making it more difficult will take away from the exploration experience. I will look into the "zoom" idea, or we'll try to come up with other solutions, your game's art style is an amazing inspiration, so polished!
Thank you so much for the feedback.
Nice game, great visuals, audio fits, interesting idea! Well done!
Nice game! I didn't expect such a narrative, but it was quite interesting. Very good combination of puzzle gameplay and story.
The 2D game is a fairly well-written narrative game and we feel certain emotions, the game is a mixture of game jam and that, well done to the team!
Super relaxing puzzle game! Loved the narrative integration, it was a really nice touch! Great job!
I didn't expect a narrative game, but this was sweet.
The sound design of the puzzles is so pleasing! The puzzles themselves were great too, to the point that I got more invested in them than in the story haha
Great job!
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