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Memento mei, Mori's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #24 | 3.081 | 3.316 |
| Gameplay | #37 | 2.592 | 2.789 |
| Ambience | #44 | 2.788 | 3.000 |
| Overall | #47 | 2.612 | 2.811 |
| Innovation | #52 | 2.250 | 2.421 |
| References / Humor | #52 | 2.348 | 2.526 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Welp, missed out on playing this while rating was still going on. Oh well, i'll just have to play afterwards and give my thoughts then!
Undertale style combat... I like it :) Good simple experience ^^
A nice short experience with Undertale feel to it! I do like the edgy calli art and the animation she has, if given more time maybe the animation can be a signifier for different attacks would be awesome!
A couple of ideas from are 1. Telling the objective of the game from the get go would be nice. 2. Some feedback of being hurt could be great too, like blinking effect.
Overall, nice job!
The gameplay reminds of Undertale! Feedback when getting hit would be nice. I thought I have dodged the attack but I got hit. I thought the game was endless as well until I read the comments.
Hi, thanks for the feedback!
Yup, UT is one of the inspirations! Not adding any sort of indicator of winning condition is a mistake on our part, same goes for the game's responsiveness when you take damage. Will be coming with the next upload, after the jam.
I liked the game art and the intensity of the music, reflecting the life or death situation Kiara has found herself in.
I would've liked to hear sound effects for the different attacks and when certain events happen in the game, such as collecting a feather or getting hit. The BGM was very loud and I'm not sure if there were any SFX.
Speaking of loud, I really missed having a volume slider. The audio was very loud on my PC, even when I turned my speakers to the lowest volume.
Player feedback is always important in these kind of games, where knowing if you successfully avoided damage is crucial to the game. Adding SFX and maybe a bit of screen shake and particles on screen would help communicate this. Also, since the goal seems to be collecting 20 feathers, it would be nice to show this to the player in some way, such as a counter xx/20 feathers or a bar that fills up somewhere on the screen, so that the goal is clear.
I was close to giving up at around 16 feathers, thinking it was an endless (and loud) game.
Thank you for the feedback!
You're right, the game isn't very responsive to the player yet, we will keep working on that once the jam concludes. The winning condition indicator is something so basic it seems silly we forgot to add it in... And the volume slider is something we already have in plans, as well as polishing and actually mixing the piece. Since there are some bugs with the resolution we haven't got the time to fix, we also plan on adressing that in the settings menu, which is currently unavailable.
We're glad you enjoyed the art and found it fitting for the setting of the story, our artists worked hard on this one!
Love the art on this game, it's super pretty! And the victory screen is so cute!
I would suggest maybe moving the feather count to the bottom of the screen, maybe under the play zone - so that the player can always keep an eye on it a little better than just having it in the peripherals (and you have another third of the top of the screen to use for more art!) Also some sort of feedback when you're hit - maybe shake the box a little bit, or make the player sprite flash a different color or SFX, I know I got hit like 3 times and couldn't tell until I checked my feather count. Lastly some more obstacle types would be great - I think you all did a good job utilizing the repeating cross sections to make up for that, but I think we could beef it up with some other projectiles from the sides of the box or something along those lines (I'm not a big bullet hell guy so I'm just spit balling)
But otherwise this was fun, great work from the team, and thanks for submitting!
Hi, thank you for the feedback!
We plan on remaking the feather counter into actual feathers after the game jam, but their placement is still important to consider (thank you so much for bringing that up!). And some indicator of losing life is definitely needed, agreed 100%. The thing about the attacks... you're definitely not just spit balling, it's fair criticism! We also plan on adding a diagonal slash and more projectiles (spawners in the corners instead of the diagonal slash are also considered), so once the jam is over we will probably have a lot more implemented to flaunt :D
We're glad you enjoyed the game (or rather prototype-kinda game)!