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A jam submission

Memories of WarView game page

A turn-based tactical strategy where you are a commander trying to reconstruct a victory from a lost timeline.
Submitted by YouGo Games, Egito, anna frieiro — 8 hours, 12 minutes before the deadline
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Memories of War's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#753.7503.750
Visuals#1474.1254.125
Enjoyment#1573.7143.714
Audio#1823.5363.536
Overall#2463.4823.482
Innovation#3473.2503.250
Theme#9092.5182.518

Ranked from 56 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
Memory is something strange. People will pass through exactly the same moments, however each of us will describe that moment differently. How is that possible?
Now imagine that you can travel to a world that is your memory. Like when you are trying to forget or remember something specifically. You want to see the past, you want to know what happened.
So why not a tactical game in such a strange place to happen like a memory of an old commander?

So... We build the idea that you are a commander of a squad trying to remember your old days.
Some strange things happen because of that and the major features of the game are:
- "chess-inspired movements": each character has constraints because you are not suppose to "freely command" your squad. You are suppose to remember how to win. So if you move them freely, it would break the memory. This is a strange movement.

- "random characters into your squad": a sad part of the war is that many people come and go, and you can't even remember their names, right? They almost feel random to you when they appear or when they die. However, they were with you in the battle. This is a strange relationship.

Another idea that come up was to represent the skill tree of each character as "synapsis" of your brain, as you are trying to remember what they did in the battle. However, we didn't have time for that, and we swap to a constellation because other games do like that, so it was easier to get inspiration for them.

What code and assets did you not make from scratch during the jam (if any)?
SFX and mouse cursor.

How many people worked on the game?
6

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Comments

Viewing comments 40 to 21 of 43 · Next page · Previous page · First page · Last page
Submitted(+1)

Awesome job! Really cool visuals. Reminded me of playing banner saga. I'd say as QoL thing maybe clicking the square where you want the troops to move instead of dragging them would be cool besides that I already see you guys have planned some more so looking forward to see where this goes!

Submitted(+1)

Damn! This is really  good and I enjoyed my play session. I can’t say much about combat balance yet since that would need longer-term testing, but everything feels very polished: gameplay, visuals, audio, UI… One of my favorites so far. Congrats to the team!

Submitted(+1)

cool game, felt really polished for a week jam! nice work guys :D

Submitted(+1)

Hey this was an amazing game. I really did love the puzzle. It was fun to figure out how to get the enemies killed! I could see myself playing this over and over. It did get a little buggy where I couldnt move my player after I clicked on it, but I was able to move past it and keep going. So impressive to have done this in a week. Great job guys!

Submitted(+1)

Really good work, lots of mechanics already feel polished, sound design is pretty good too. the pearl system is brilliant. Change up the movement slightly I'd say. I think the enemies and characters are in need of some newer animations too, perhaps different variants of characters, simply changing the cloak colour would be enough so you dont get too many duplicates. Looking forward to seeing where this goes, its clear alot of passion went into this. Perhaps add an option to let right click cancel a character / move select too. 

Had alot of fun with this, thanks. 

Submitted(+1)

Very well put together with as many parts and mechanics is in this

(+1)

Great job on this.  At first I did not understand the movement, but once I figured it out I was good. Fun game. 

Submitted(+1)

Nice work. Found the movement a little frustrating, everything else was click on the highlighted square except the movement which was click and drag on the character. I kept clicking on green squares expecting movement then am disappointed when nothing happens. 

Submitted(+1)

Funny tower defens

Submitted

Well executed! I can see myself playing this for a long time. Might want to make it a little more obvious you can't place/ attack on trees. With all the special patterns for movement and attacks it took me a while to realize the tress effected what was available to me. 

Submitted(+1)

Visuals

1 ... main menu: maybe animate characters to redirect eye focus to the center buttons

2 ... game action attacks: slow down a little -> longer impact animations: throw arrow

2.1 . LV 1 -> move archer in bow range -> click bow -> select target -> on release -> insta-victory.

2.2 . It made me confused -> I had in mind: Now I am going to hit this dead man but instead of me doing dmg I got insta-victory screen

3 ... character star animation add character IDLE movement

3.1 . cosmos stars animation would enchant character a lot (I think that menu looks good but currently lack little of animation)

4 ... selecting start path is little confusing -> make shader animated star with different colors + dotted line animation which I can select


Controls

1 ... mid tuned -> camera move around works good but jumping is little off with cartoonish flame shader ""yeeeeaa""

1.1 . otherwise this looks rly good

1.2 . adding blur + darken material/shader -> to decrease distracting focus of overlapping GUIs focus (main menu -> the team)

2 ... add default move controls: click unit -> default control is movement

2.1 . disable movement icon


Design

1 ... go in game click end turn you lose (maybe create 1st level so that I wont lose even if I fail some times)


Sound

1 ... interesting adventurer sound

2 ... game sound: very intriguing -> fits into the game very well


Bugs

1 ... I am able to hit nothing (it took my action & I am unable to undo)

Submitted(+1)

This game looks way too good to have been made in just a week. If it was, huge congrats, it’s amazing, especially for such a short time. 

Submitted(+1)

That’s incredible! 😲 I can’t believe this was made in just a week — the design, visuals, and overall polish are really impressive. The gameplay is engaging, and I love how the mechanics make you think strategically without feeling overwhelming. You clearly put a lot of thought into balancing the difficulty and keeping it fun.

Submitted(+1)

Guys, isn't that too much content for a game made in a week?! It's a masterpiece! Sure, there are some flaws (for example, the balance needs some work the current post-battle bonuses are too much). But otherwise, everything is more than perfect: the visual style, the sound design, the mechanics - everything is top-notch! You're great!

Submitted(+1)

I love the chess inspiration for the movements in the field! couldn't get too far into the game after the second battle but I thoroughly enjoyed my short time with it. Great work you guys

Submitted(+1)

Tactics games are my favourite genre so I was excited to play this.

I like that you had a clear design vision with the two tokens system, and for the most part it worked well and brought something a bit new to the genre for me.

The tutorials were clear and covered everything well. Giving the user the right information is key to a game like this and you did a good job there. My one gripe about the game is that I needed to be able to see enemy move and attack patterns so that I could plan my moves accordingly. Usually when I lost a character it's because I couldn't preview how an enemy could move.

The differences in the player's unit types and their move & attack patterns were interesting and brought some depth. Would like to see what you do with their other abilities if you continue this. The skill trees were really nicely done, but not super interesting in terms of choices. More diversity instead of just +1 stats is another thing that you could flesh out if you continue with the game, but I don't fault you for not having more there in a 1 week jam.

The UI was nicely done with some good touches like the turn bar going transparent so you could see what's under it. Being able to click to move instead of drag would be a nice QoL improvement.

After several levels into the game, the strategy became quite clear, with moving out to 1 or 2 shot an enemy and then ducking back behind the tree line being a clear winner. That's maybe a weakness of the enemies only having two move tokens, but with more fleshed out abilities that could all change.

Overall I really enjoyed the game and I'm glad I played it. Great job!

Submitted(+1)

It’s a pretty fun and interesting game. The core mechanics feel polished, and it’s a great foundation for a strategy game. Rapier is really strong ngl, and Prophet made her even stronger by constantly stacking health as long as you play defensively.

Developer

Awesome! Thanks for the support!

Submitted(+1)

This is one of the more polished jam games ive seen so far :3 a little too polished. . .(Doakes gif :3) fr though the arts peak and its cohesive which is really important for a jam game. looking forward to whatever yall do next!! 

My only complaints click and drag over click and place :sob: bug wise if you have 2 bows and a rapier, you sometimes cant move the other bow after using the rapiers and other bows movement :3 (i might just be dumb and thats intended :sob:) Pretty cool game :3

Developer

Dont make me cry buddy :3 seriously though, thanks a ton for the support! we worked super hard to keep the art cohesive, so i’m glad that stuck out to you.

The bow/rapier movement thing sounds like a genuine bug we need to squash!

Submitted(+1)

Great job on the game you all made! In it's current state, the game is lots of fun and I know it will be even better as you all continue to polish it.

The gameplay loop is enjoyable, providing lots of variety with new party members and upgrades and introducing different enemies into the game as I progressed through the game. The art is fantastic and I know with added animations, it will feel so good. 

One possible improvement could be to enable player to drag and drop the characters without having to press the movement button - it feels more natural. Or instead of pressing the movement button, pressing the character also shows the movement options. Anything to make the player interactions have less friction will make the gameplay feel smoother and polished.

Overall, amazing work!

Developer

Thanks a ton! Really glad you’re enjoying the gameplay loop and the art so far. We’re super excited to get those animations polished up too!

I love the suggestion about the movement controls. 'Less friction' is exactly the goal! Thanks for the support!

Viewing comments 40 to 21 of 43 · Next page · Previous page · First page · Last page