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Flagging Memory's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Special Object Implementation | #2 | 4.091 | 4.091 |
Theme Implementation | #8 | 3.818 | 3.818 |
Overall | #19 | 2.985 | 2.985 |
Gameplay | #20 | 2.727 | 2.727 |
Fun Factor | #24 | 2.636 | 2.636 |
Graphics | #27 | 2.727 | 2.727 |
Audio | #37 | 1.909 | 1.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
You have to raise flags to get a trophy, and then lower then in the reverse order.
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Comments
The controls is really confusing. Every level feels the same. I think it was worth adding some variety or more objects for interaction.
Hi! Thanks for taking the time to play my game.
The control's instructions were inaccurate due to my mistake (Only the "F" key should interact with the flags).
I agree that the levels are repetitive. I was intending on including mechanics that would have affected how a player decides to raise the flags. The flags' point values are different, and would have varied with time. Unfortunately, I wasn't able implement the time-varying aspect in time.
I will try to improve on my level design skills.
I liked how it fit with the theme! Great take! Gameplay got a bit repetitive and easy in the end. Would have loved to see different types of flags meaning different things for example. Nice job!
Hi! Thanks for taking the time to play my game.
I admit that the level difficulty dropped sharply in the end. There was a gameplay mechanic related to the flags that would have help varied the difficulty and level design: the points earned or subtracted from the player's score would have varied with time. This is one of the reasons why the results screen shows the mistakes and time made in the level (aside from wanting to best one's own score). It's also why the flags give different points: the flags initial point values would have made the player think about which flags to get first i.e. get the big point flags early on to get larger scores in part one, but also risk getting a larger penalty on a mistake in part two.
I'm happy to hear that you believe my idea fits with the theme.
Hi! Thanks for taking the time to play my game.
I was worried that music would have been too intrusive for a memory based game. so I didn't include any. And also because I can't compose something worth a damn.
The background in a lot of areas is incredibly plain because I ended up taking a purely pragmatic (and desperate) approach towards design as the deadline draws near.
I'm happy that you found positive things to say about my game.
already well-polished, though a bit repetitive. If you wanted to do more with this, adding some more challenges and such, I could see this becoming a speedrunners game!
Hi! Thanks for taking the time to play my game.
I agree that it is repetitive. Initially, I had plans for the points earned or subtracted to be affected by the timer and the amount of mistakes made. This is why all the flags give different amounts of points, and another reason why the results screen has a timer and mistakes (earning bonus points for excellent times and few mistakes). It would've created a time pressure that might've have resulted in more human-errors when attempting to maximise point gains.
Thank you for suggesting that it could be improved in this way - I hope it means my design intentions are showing through better, and I just need to keep learning and developing in order to be able to follow through next time.
Great game ! It looks very nice and the concept is original, however it is a bit repetitive and the levels all look very similar
Hi! Thanks for taking the time to play my game.
I concur with your point on the repetitiveness of the levels. I'm a little lacking when it comes to level design, so a lot of the levels feel purely functional. I'm glad that you enjoyed my take on the theme.
Instructions didn't say anything about F. Really neat though! Took some getting used to using the arrow keys for movement vs WASD. Fun!
Hi! Thanks for taking the time to play my game.
Yes, the instructions were confusing due to a mistake on my part: only the "F" key interacts with the flags. The timer was originally going to play a bigger role in scoring, so I initially had the interact key further away to prevent accidental fat-fingering "F" as you ran around. Perhaps next time, I should include alternative control layouts.
Great take on the theme! Thanks for the nice how-to-play screen.
Hi! Thanks for taking the time to play my game.
I'm glad that you find the instruction screen nice. Though I wish I had written an accurate instruction for raising the flag (only the "F" key does anything). I'm trying to improve the UI side of things when developing my games, so I'm happy to hear that.
Once I figured out it was F to toggle the flags, it was really fun!
Hi! Thanks for taking the time to play my game.
I'm glad that you got some enjoyment from it.
Yes, the "F" key is supposed to be the only key to raise a flag. The instructions are slightly inaccurate due to a mistake on my part. I'm sorry for the confusion that this has caused.
I pressed so many buttons, couldn't figure out how to raise the flag. :(
Hi! Thanks for taking the time to play my game.
Sorry about the confusing controls:
Raising the flag is done by pressing "F" when next to the flag . I made a mistake when writing the instructions.