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Neuro's Lost And Found Kingdom's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #1 | 4.452 | 4.452 |
| Overall | #3 | 4.090 | 4.090 |
| Innovation | #4 | 4.167 | 4.167 |
| Theme | #11 | 3.881 | 3.881 |
| Audio | #12 | 3.881 | 3.881 |
| Visuals | #16 | 4.071 | 4.071 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Does your game contain AI-generated content?
Nope
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Comments
Took me a couple of restarts to figure out the mechanic, but when I did the game was extremely fun.
One thing I'd improve is the difficulty progression: the game is very hard and unforgiving at the start, and then it instantly becomes easy after meeting Anny. It'd be better if the change in difficulty happened gradually instead.
The bgm is very fitting, liked it a lot
Overall, it's one of the best submissions I've seen
Thank you so much for trying it out and for the kind words!!
Good feedback - I totally agree. I think I under-estimated how tough the start is for first timers haha - and Anny is far too OP and trivializes a lot of the mechanics, but adding her felt somewhat necessary to make backtracking easier in the mid-game... though I'd put her a bit further away in the zone if I update the game, or limited her power by a tiny bit. Tieff also absolutely cooked for the BGM and the game would've been far worse without his moral support and advice (':
This is an interesting mechanic.
Only problem is that people can soft lock themselves by repeatedly resetting days, but that's a skill issue.
I believe the mechanic can be more polished as well, because at the moment it seems to restrict which pathways should be taken, which makes it become somewhat linear.
Thank you!! (:
I totally agree, initially I thought the items should make this super forgiving but I failed to account that players might take longer due to figuring out the game / map lol
Linearity is by design! while making this game I considered the idea of making it procedurally generated but figured it'd be too much effort to make it work and be fun for a 3 day jam, so it ended up linear. I think it was a good decision because it let me put more effort into having a coherent and (hopefully) fun map, and makes it so the items give the map a metroidvania-like progression where some items are needed to progress. If it was more open ended, more players might've gotten lost :<< it would be fun to explore a mechanic like this in a less linear map in a future game though
Oh wow this game mechanic is so cool I would love to see this game in the future growing up!
Thank you so much!! I was thinking of maybe exploring this mechanic further in some future project after my current long term project... (': really glad to hear you enjoyed it!!!
Thats really nice to hear!
Looks awesome, and it was great to see Vedal play it :)