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A jam submission

RecollectoView game page

A memory-based deckbuilding roguelike
Submitted by SlightlyMadman, mikefictitious, cirgy — 2 hours, 3 minutes before the deadline
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Recollecto's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#13.7653.765
Controls#133.9123.912
Overall#163.7483.748
Fun#193.7353.735
Audio#213.6473.647
Graphics#284.0594.059
Theme#733.7063.706
Originality#973.4123.412

Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.4

Wildcards Used
BOOM!!!1, Report Card

Game Description
Recollecto is a roguelike deckbuilder take on the classic game known as Concentration or Memory.

How does your game tie into the theme?
Cards all start unseen, face-down. The player can flip two at a time, then they return to unseen and the player must remember what is where.

Source(s)
N/A

Discord Username(s)
SlightlyMadman

Participation Level (GWJ Only)
1

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Comments

Viewing comments 25 to 21 of 25 · Next page · Last page
Submitted

It looks like a full game! Impressive completeness on every aspect!

Submitted(+1)

I really enjoyed this game! I loved the polish, everything from the card animations to the sound effects. Really nicely done!

Submitted(+1)

This game has taught me I have the memory of a goldfish, other than that it was a lot of fun!

Submitted(+1)

I would have never thought to add Balatro-like scoring and relics to Memory, and it works so well and is very addicting! Great project. Love the art too :)

Submitted(+1)

I thought this was a wonderful little game. I enjoyed the art style, which was very clear (which is definitely important in a memory game, imho), and I liked the idea of combo system, as well as how the goblins and even the bombs were used.

I’m not sure how much of this was just me vs. the descriptions on the “upgrades”, but I wasn’t always sure what effect I was looking for with the upgrades. Maybe “upgrade” isn’t even quite the right term, as most of them felt like single use effects. Some I understood, such as wanting to find a dwarf AND a mug of ale to get a combo bonus, others… like I said, I’m not sure how much of that is my mind not fully grasping what was being asked for vs. how it was described to me.

Still, when I was in card matching mode, I was enjoying just that simple element of the game very much!

I just had this idea I write this… When there are cards that would form a combo on the board, maybe revealing at least one of each of those cards at the start of the round, then hiding them again could help? Kinda a way of saying “hey, these might be worth paying extra attention to”.

Over all, excellently put together game! Here’s a link to my play of the game!

Developer(+1)

Thanks for playing (and for streaming) and for the helpful feedback! That's a really cool idea about the brief reveal! One of the stretch goals we had that got tabled due to jam reality was adding artifacts to the game, and one of the ideas I had for one was actually similar: it would briefly reveal one or two cards at the start.

I think your criticism is valid, the game doesn't do a good job of conveying how combos work (I think it could also help to highlight cards in the store that combo with your deck), and there are probably too many cards that self-destruct or destroy other cards in the early game, which make it really easy to self-sabotage your deck in the first few rounds.

Ultimately, this is probably a lesson that deck-builders are a risky choice for a jam since they require so much balance and playtesting.

Submitted(+1)

While deck-builders may be “risky” for a jam, I’ll throw in that, what better way to get a round of play testers for your deck-builder than in a game jam!?

Viewing comments 25 to 21 of 25 · Next page · Last page