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Digital Dreams: Fragmented Memories's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #6 | 3.882 | 3.882 |
Controls | #18 | 3.412 | 3.412 |
Overall | #23 | 3.319 | 3.319 |
Audio | #25 | 3.471 | 3.471 |
Originality | #29 | 3.471 | 3.471 |
Accessibility | #33 | 2.941 | 2.941 |
Theme | #47 | 3.000 | 3.000 |
Graphics | #50 | 3.059 | 3.059 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
v4.0.0
Wildcards Used
Kaboom
Game Description
Puzzle adventure game inspired by the classic Zelda games
How does your game tie into the theme?
You are in the digital dream world of a computer.
Source(s)
N/A
Discord Username(s)
hexadecimalwtf
Participation Level (GWJ Only)
3
My game has an export for Linux, Windows, & Mac and/or is playable through HTML5
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Comments
YO love the vibes in this game! I think you did game design really well - I noticed that you introduced the bomb and then taught the player how to use it by going backwards through the level. Goes a long way for me - Also, I love the binary theme. Hope you continue working on it.
This was a great game, I loved the binary theme.
It got me thinking, it'd be cool if 0s didnt hit you and 1s did? Haha but I'm a crazy dog.
Graphics were pleasant, especially the matrix animated text. Some cool pulsing effect could be cool when you fire.
The puzzles had me thinking :-).
Great game!
Keep on doggin' !
I loved this game, once I found out that I can shoot ! Interesting 80s vibe, both from the music and graphics, a bit Robotron, a bit Sokoban and other puzzle elements. So satisfying to beat the game. One thing that would make it better is adding sound effects
Thanks I am glad you enjoyed it! Yeah I left a lot to be desired, time always runs short and I spent more time on other parts than I initially wanted. I plan on polishing up the game after the jam so thanks for the feedback.
Is this a metroidvania mixed with the binding of isaac? Very very good entry! Needs a little bit of screen shake and some sounds, but it does not undermine its value. Keep up the good work!
Now this game is the perfect example of the fact that you don't need to be an artist to make good games! The graphics are simple, but everything is cohesive, the style is consistent and despite some pixel inconsistencies, it still looks good.
The design of the game itself and the level design are amazing. Very well-crafted, the game teaches the right things at the right time.
Superb work!
Very well done. Falling of 0s and 1s are amazing. Cool game!!!
This was really cool! I like the presentation, everything is very clear and it's easy to parse everything that's onscreen. All it needs is some SFX/VFX to really take it to the next level! Great job, you got a hell of a lot done!
The later puzzles with the numbered blocks is a pretty clever idea (Although the hitboxes of the blocks themselves seem a bit wonky). I could see you doing a lot of interesting puzzles with that mechanic, if getting the blocks to where they needed to be was part of the puzzle along with figuring out which combination of blocks to use. Really cool idea!
Thanks for the positive feedback. I wish I had gotten to the SFX because it has been a main criticism. Next jam I will try to keep more time to get that level of detail in.
The pushable blocks hitboxes was a trouble for me and I could never quite get it right. At some point I just had to say good enough. While testing the game I would always get stuck on some blocks and knew it would be annoying for players but I still haven't figured out how to fix it!
I am glad you enjoyed the numbered blocks. It was supposed to be binary and I was hoping it wouldn't come off as too difficult. The funny thing is that I expanded the game length by like 40% just in the last day by adding more rooms and puzzles. Most of my time in the jam was spent building out my objects. Now that I have them I can construct a larger world take my time with it.
The visual and audio style gives me tron vibes! Nice submission :)
Thanks for the feedback! Yeah the block collision was wonky and it annoyed me even while testing. I still have no been able to figure out a better way to handle it but I won't give up!
A very nice Zelda like! I had a good time, a little more juice and the game could have been insane! (like screen shake, sfx, etc...
This game was really fun. I enjoyed playing it, and think you have a successful idea here. As you said, it might help to have more to it. I also think it would be more natural to have one fire button, and fire in the direction you're facing, but I wouldn't complain about the controls at all - just maybe an alternative scheme to how they could work. I doubt there's anything else I can say that you don't already know - maybe only thing that Node2D now contains the logic for Y-Sort. You can turn that on and in general it makes things work better when you have the player in front of or behind boxes and stuff, makes the correct parts disappear. I think I'd probably also switch to more standard RPG view instead of pure top-down, but that's just me.
Thanks for the feedback. The control scheme I was going for was similar to Binding of Isaac. I wanted the player to have the ability to move and shoot at the same time so the bullet-hell mechanics wouldn't be too difficult. Only being able to shoot in the direction you are moving seemed like it would be a huge step up in the difficultly.
Yeah the ysort stuff was set properly but not sure why it was still wonky. Some of those nodes were late additions and didn't get as much time to polish as others. For the RPG-view not being top down, I will consider it but I don't have much artistic talent and its just a bit easier for me to manage top down views right now.
It’s a little odd that dying in any of the rooms just puts you back to the room, but I thank you sop much for that, because the game is really not set up for a real death system outside of that puzzle to get the green key card. That puzzle more than any of the others really feels like I’m cheating the design, like the solution was some unintended thing found in testing and not a core part of the game. Still really fun, though!
Thanks for the feedback. I opted for just resetting the player on death because I was hoping to work in a mechanic to fit the Disassemble wild card and I didn't want to have hit points. But alas scope had to be cut and I just went with what I had. When I continue on this game and don't have to adhere to some game jam themes I will be reworking the player to have health at least. At least I can pretend the player "disassembles" into their bits of code.
That sounds like a great idea, I can’t wait to see where this goes.