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MemoryCanyon

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A member registered May 19, 2020

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Thanks for the reply, I'll give it another try then! 

Hmm I cannot read the instructions on the screen as they are cut off. After a countdown, coloured circles fall from the screen, but whatever buttons I push nothing seems to happen. There is also no sound.

If you get it working let me know and I'll gladly have another try!

Nice assets and music, but I couldn't seem to interact with anything except the trap door, which brought up a combination lock. I expect there are items around that I just can't interact with for some reason. If there any bugs that get patched let me know and I'll happily replay!

Also noticed one bug where if I walk through the attic wall to the left or right I go right through and can't get back inside.

Loved this, gorgeous art style and I loved how the camera got lower for the battles. Character design and the variety of enemies, the execution of QTEs in battle, everything felt really polished. I loved the little details like being able to pick out details from the tabletop as you continue on your journey. Great fun! 

The music and sfx were great and very immersive, I would love to see a final boss theme and a victory tune at the end.

Only bug I noticed was that if you die and respawn, the player character is invisible. Otherwise it performed really well. Amazing submission!

No problem! To be honest what you made in the length of the jam is amazing. My feedback is more about where you could take it next than anything else!

Hey I really liked the aesthetic and music, unfortunately the timer seemed to run out instantly. The only actual gameplay I could see is the particles connecting and flinging themselves apart on my game over screen. I think I could still control the player object, but it was very hard to tell. As time passed the particles would join and explode apart with increasing intensity, nice to watch but I didn't get much from it as a player.

Let me know if you get it working as planned, I'd love to retry!

Hey I really liked the aesthetic and music, unfortunately the timer seemed to run out instantly. The only actual gameplay I could see is the particles connecting and flinging themselves apart on my game over screen. I think I could still control the player object, but it was very hard to tell. As time passed the particles would join and explode apart with increasing intensity, nice to watch but I didn't get much from it as a player.

Let me know if you get it working as planned, I'd love to retry!

I don't normally like match3 games, but found myself playing right through to the win. I didn't notice the ant stats for the opponents at first but that definitely raised the stakes on the regular gameplay. At times it felt a little unfair since sometimes cascading wins would mostly be caused by newly spawned pieces, but that probably says more about my lack of strategy than anything else.

Loved:

  • Ant themed progression and ant colony activity on the side, 
  • Great introduction text, that made things easy to follow
  • Nice choice of music
  • Game a decent length and the race to build your colony made the genre much more interesting!

Would have liked to see:

  • The colony impact the gamplay in some way, or perhaps it could have been made cartoony, with ants interacting in quirky ways.
  • More sfx (perhaps chains could have ascending chords for each continuous match like peggle, 4 in a row or T shape matches could trigger different sounds.
  • At times the oppponent AI seemed to take it easy on me. It could have made more eggs or young ants but simply didn't. Not sure if I liked this or not, since once I realised I was pretty confidently going to win the challenge was removed.

Great fun, superbly executed. No bugs spotted in my playthrough....well except the ants!

Very cozy! I love the art style, and it's always gratifying to see little details like the cockpit that often get skimmed over in anime.

Amazing art and music style. The narrative slides are gorgeous and love the soundtrack too. 

My only frustration was that the crabs recover so quickly and you yourself take so long to recover both from swinging your weapon and from getting hurt. The second level felt particularly unfair at the beginning.

My favorite level though was the last one with the fishes as it takes a lot of coordinating to manage jumping, attacking and dodging enemies. Overall good fun and I did feel accomplished when I got to the end.

Real nice presentation, great use of assets and I like the menu and music. Game is functional and AI and level design have already been commented on. As a multiplayer online it would have been great to see the multi-level design shrunk down and perhaps made into a mix of open and tight spaces.

Once big thing for me was the zoom on the shooting mechanic, it's very jarring when the zooms at each shot, not so much when you're already zoomed in but still a bit of a challenge.

Overall though it's great to see so much assembled together in a jam. We need more alien team deathmatch games for sure!

I didn't have much time to review before jam end but here's my thoughts.

I've played a few adventure novels before, so I began quite enthusiastically but then became frustrated with a few things.

  • There is a lot of random number generation just to get started. (I ended up with Pilot: 2 Eng: 3 Dip: 2).
  • I wasn't sure if I could re-roll for weapons slots until I was happy, but basically I got two high cost weapons, couldn't fill my third slot and then ended up with a speed of one.
  • I had 4 areas for merchants and finds (both gave me high cost weapons I already had, but not sure if this was an RNG problem.
  • I got a battle with a Military Officer in Area 5. Having to roll for their stats and mech makes sense for replayability, but I personally would have enjoyed some pre-made enemies to make things slicker.
  • The enemy won every initiative but I lucked out with him getting diplomacy. I stopped playing at this point.

Hope that helps, I would play the game again after some tweaks and without trying to squeeze a quick review out in time, but my preference would be a little more narrative and maybe a smoother way to generate everything at the beginning.

Great fun, I love the absurd narrative and animations as well as the text-to-speech dialogue. I was glad to see dialogue boxes in-game but would have been great to see them in the animations too.

What you sacrificed in terms of level design was made up for in the weapons upgrades and decent controls. I also really enjoyed Mr Purple Wizard's super long red corridor 

Great fun, I love the absurd narrative and animations as well as the text-to-speech dialogue. I was glad to see dialogue boxes in-game but would have been great to see them in the animations too.

What you sacrificed in terms of level design was made up for in the weapons upgrades and decent controls. I also really enjoyed Mr Purple Wizard's super long red corridor 

Totally wild, this game is an assault on the senses for sure. Plays really well and great music, I think this will take time to master

Really good! Great sound and nice visuals. The upgrade system is awesome and I totally wasn't expecting that, however my trigger happy playstyle meant I skipped nearly all the upgrades! Maybe a brief pause between defeating a wave and and opening the window would help, or perhaps only closing the window when the next wave button is pushed (even better, make that button off-center).

But yeah besides that minor thing this was great fun! 

Really good! Great sound and nice visuals. The upgrade system is awesome and I totally wasn't expecting that, however my trigger happy playstyle meant I skipped nearly all the upgrades! Maybe a brief pause between defeating a wave and and opening the window would help, or perhaps only closing the window when the next wave button is pushed (even better, make that button off-center).

But yeah besides that minor thing this was great fun! 

Really enjoyed this, great attention to art style and great animations on the mechs! I like the real time strategy of it, the friendly fire keeps you on your toes. Level design was quite good and makes you think about strategy. Really enjoy the random assignment of mechs and mech recruitment mechanics too, this made me want to keep playing. Only a couple of observations from me:

  • music and sfx would go a long way here. 
  • The player pathfinding works on trees, water and bridges, but not houses.
  • I would have liked to get some additional scrap metal when I scrap a mech

Great stuff!

Nice animation!

Oh thanks, I didn't look at that! I'll have another try later

This is really well done, love the unique character and mech design and the novelty you having to leave the mech to fight is nice too. 

One thing I found is that after a certain point it's impossible to mine anymore (after about 5 mins), because the influx of enemies is so constant and mining is so slow. But some really great potential!

Wow the art-tention to detail here is so impressive, even the game page looks fantastic! Love the music too. I love the idea of a playable comic book!

I love the dialogue and art style. Still trying to find the good ending, but I enjoy all the different dialogue branches that cover every player response.

One error showed, hope this helps: 

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A very cute game, love the flip between 2D and 3D perspectives. Would have been cool to somehow incorporate the third dimension into the puzzles themselves too (like bringing objects from the background forward in order to use them as platforms)

Nice story, I like how you told the MCs story through objects. Some background music & SFX would definitely help add some weight to the story.

Nice art style too!

This is great fun, I really love the art and music style too!