Oof, this one had some tough spots but the challenge was worth it and it was dang fun to nail down some of those maneuvers. Smart level design with how close some of that meter management comes! Having the lore alongside stage unlocks matching the scroll collecting is also a pretty cool integration. My one complaint: the spikes blended together a little with the grass for me, so I found myself touching them by accident occasionally. Perhaps Mokou is secretly a nerd and unable to touch grass
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Undying Memoir's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #8 | 3.788 | 4.080 |
Challenge | #9 | 3.565 | 3.840 |
Overall | #17 | 3.565 | 3.840 |
Story / Writing | #18 | 2.934 | 3.160 |
Visuals | #23 | 3.454 | 3.720 |
Concept | #23 | 3.528 | 3.800 |
Use of Theme | #25 | 2.971 | 3.200 |
Audio / Music | #26 | 3.157 | 3.400 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
buskerdog, ningyousaiban
Streaming Permission
Comments
Good platforming game!
Stage 5 got me stumped for a bit lol
I figured out that I had to just make a precise jump + hold glide at the start... 10 minutes later :)
The controls are perfectly made, and all the stages were crafted with the controls and mechanics in mind - as far as I can tell. I like how there's a bit of a puzzle aspect in that you try figuring out how to complete the stages (Where should I go, what should I do in this location etc). The difficulty curve looks pretty good too.
Overall fun!
Great game! One of my favorite so far this jam. There are a few minor flaws, like perhaps a short grace period where you can't dash after resetting a level, or a short timer after bonking your head before the glide starts to consume meter, but these were rarely issues since the levels weren't that strict. My biggest complaints is probably the waterfalls feeling overly strict, since not being able to dash at all is a matter of life and death, but that's also a minor complaint since the levels are short and the game is fun enough that I don't mind dying and playing some more.
Stage 3 took me quite a while to solve compared to the other early levels, but the difficulty curve otherwise seems good.
I personally did not mind the retelling of the familiar myth; it's been a long time since I've read it, and someone else putting words to it makes it different.
I really loved the mechanic where you kept your momentum after dashing. That was super satisfying.
Under normal circumstances, I would criticize the lack of variable jump height, but in this instance, given how the hover works, I could see requiring the player to hold the jump button for a higher jump leading to accidental hovering. (Even more than I already did since I would hold the button instinctively lol) But perhaps adding some leniency to the hover, such as adjusting how many frames the button needs to be held before meter is consumed, would alleviate that. I thought it was an interesting design conundrum.
I did in general find the difficulty scaling pretty good though. While the second-to-last stage felt the hardest to me, the last stage being kind of a mad dash to the end felt really appropriate and satisfying.
Good work!
The concept is really cool, and I liked a lot of the level design. The small detail of Keine turning around to face Mokou is also cute. I will admit that I was a bit disappointed with the unlockable lore. The original scene at the start of the game was good, so I would have preferred either reimaginings or original stories rather than retellings. This framing device of unlockable lore seems ripe for expansion, and I hope to see more games like it in the future from you and your team.
Thank you for your kind feedback! I can understand your opinion about wanting an original story, and I'm glad you liked the opening scene, since I honestly wasn't sure what people were going to think of it. Admittedly I am a huge folklore geek (as well as Touhou of course) so I love opportunities to retell my favourite tales, but I'd like to tell original stories too in the future. Since this was my first game where I actually had time to implement story elements I wanted, I'm happy that I got anything out at all!
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