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Paramnesia's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #5 | 4.360 | 4.875 |
| Originality | #20 | 3.690 | 4.125 |
| Overall | #38 | 3.322 | 3.714 |
| Controls | #41 | 3.354 | 3.750 |
| Fun | #47 | 3.130 | 3.500 |
| Audio | #57 | 3.019 | 3.375 |
| Accessibility | #75 | 2.683 | 3.000 |
| Theme | #76 | 3.019 | 3.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.5
Wildcards Used
Upgrades & Updates
Items and/or Skills in your game can have modifiers and upgrades
Game Description
In this game you control a wizard with decaying memory, losing skills and spells with every hit you take, you need to find all 4 books scattered in the dungeon and use creativity to solve puzzles with all the different abilities.
How does your game tie into the theme?
In this game your Upgrades gradually decay because of the wizard's decaying memory. Each hit causes one random skill to be forgotten.
Source(s)
N/A
Discord Username(s)
N/A
Participation Level (GWJ Only)
1
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Comments
Incredible graphics and concept (looks really polished) and solid movement/gameplay. Fantastic work!
Loved the art style and general aesthetic of the game. The gameplay was simple and enjoyable, and on the whole, it all felt very polished.
It would have been nice if the spells were a little bit more necessary. I didn't really find much opportunity to use them as I could just jump/dash around just about everything, and as such, it also didn't matter to me if I lost them.
Trying to resize the window to fit my screen caused all sorts of havoc--black bar/dithering over the top half of the screen, frame drops, freezes--so I had to play in a small window.
But overall, this was a great experience. Nice work!
Thank you! Glad you liked the art!
Yeah as I mentioned in other comments I originally planned to have the skills to be forgotten periodically, and it's also possible to lose both the double Jump and dash, so once you lose one of them you'll need to improvise to solve the puzzles, but I didn't have the time to implement that mechanic.
And I guess the window issues might happen because I disabled resizing in Godot because I wasn't able to get the UI to scale properly, and to avoid it getting all messed up at different resolutions I just forced to stay at 720p, I'll learn how to fix the UI next time lol.
I love the style and vfx of this game! Great job! Nice job on the controls as well, the character felt fully under my control.
Thank you! I'm glad you liked it! I spent a lot of time with the character controller and art!
For some reason, I can't open the game. I get an error that says 'The application Paramnesia can't be opened' I'm on a Mac OS, not sure if this is a problem on my end / my computer? The game looks super cool though! Wish I could play it

Oh noo. I don't have any Mac devices and I've never exported a game for mac before, so maybe I did something wrong during the export process and didn't really have a way to test it.
I might try to figure out how to make it work after the voting period, but I guess it would be pretty difficult to test myself.
Sorry for the issues!
Beautiful art style! I liked the concept of forgetting spells but it kinda felt like most spells were useless so I didn't really care when I died. I was also a bit confused about the controls at first but after I got used to them they felt good.
The map design and level design is also good. I enjoyed creating a mental map and recalling where the colored doors were whenever I hit a new switch.
Thank you!
Yeah because I was trying to make the obstacles possible to overcome with most skills, it also means that you could use just a couple of skills for the entire game,
Fun game! Sad this game only has one rating :( Maybe consider a web build in the future?
But I loved the graphics! And, although I found it a bit confusing at first, it was fun to use my knowledge of everything to confidently clear it!
Thanks! Yeah I wanted to get a web build but I used C# and apparently Godot 4.5 doesn't yet support web builds for C#, kinda sad. I hope the support comes soon.
Love this game, it's insane you made such a polished piece in such a short period of time. The art is wonderful, the puzzles are engaging, I love the core mechanic. If anything I would lean into the amnesia aspect more, instead of making it so easy to reset if you get a player, give the player a reason to keep going in a run even if they die once. Also I would give the spell menu a bit of leeway on the inputs, I was playing on pad and often I would try to choose a spell but the position would 'reset' after before the menu closed, which would make me fireball instead of the spell wanted. This became bad when i'd try to use the bomb and it would instantly explode and I didn't know why. Other than that though, genuinely this is an insane effort for the time and I loved it <3 Best of luck with your future endeavors!
Love this game, it's insane you made such a polished piece in such a short period of time. The art is wonderful, the puzzles are engaging, I love the core mechanic. If anything I would lean into the amnesia aspect more, instead of making it so easy to reset if you get a player, give the player a reason to keep going in a run even if they die once. Also I would give the spell menu a bit of leeway on the inputs, I was playing on pad and often I would try to choose a spell but the position would 'reset' after before the menu closed, which would make me fireball instead of the spell wanted. This became bad when i'd try to use the bomb and it would instantly explode and I didn't know why. Other than that though, genuinely this is an insane effort for the time and I loved it <3 Best of luck with your future endeavors!
Thank you so much! I agree the reset mechanic kinda ruins the point a bit but it was a last minute addition because I didn't have anything for the player to do after losing all skills, and didn't have the time or energy to implement a proper end screen.
I agree with the spell menu issue as well, I'm still learning godot's input system, and to save some time I just reused the movement input code, so I didn't have any polish in that part. I might go back to this game after the jam to give it a proper menu and ending screens if I'm motivated enough haha.
Originally I intended to have a time limit for each life and no reset, because most puzzles are meant to be solved in many different ways, losing a skill periodically would force the player to improvise and adapt, but I also couldn't get to implement that lol.
All this makes sense! I think this could be a wonderful bite size game if you decide to keep going with it, the time limit idea sounds perfect for the concept. Good luck and good job on the jam!
Crazy Ending
This game has some actual deep lore that now only exists in my mind and a random miro board, unless someone pulls a MatPat and deciphers the sketch's deep and important meaning.