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Humanity will Remember's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #73 | 1.369 | 1.727 |
| Creativity / Innovation | #77 | 1.369 | 1.727 |
| Visuals | #77 | 1.369 | 1.727 |
| Overall (Fun and Playability) | #78 | 0.937 | 1.182 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How was the theme(s) implemented?
The Dragons have been living in the depths of the earth since ancient times; Humanity will Remember its fear of dragons.
Where did the assets come from?
External graphics
Some graphics assets were downloaded or made prior to the jam
External audio
Some audio assets were downloaded or made prior to the jam
AI graphics
Generative AI was used to create graphics
Do you have a diffrent Discord nickname?
Kenzurk
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Comments
I LOVED the intro, so epic.
Got a bit stuck in the first room didn't see the button in the UI!
I wasn't too sure what I was doing around the level.
That one is a bit rough around the edges. The grahics don´t fit super well together and there a a few graphic glichtes and flickering. The movement needs a bit of work, as holding forward is to fast. But there is a bit of buffering, which is cool. Music is atmospheric and fits the mood of the game. I did not really understand the system and it seems, that the dragons did not align to the grid in my play time. I had to stand at least on tile away on their left or right to do something.
I had a bit of trouble understanding some of the core mechanics while playing. For example, I wasn’t able to figure out what the Enter key is supposed to do, which made parts of the experience confusing.
The minimap also seemed to break during my playthrough—I eventually couldn’t see my position on it anymore, and depending on the camera rotation, it would sometimes show almost nothing at all.
Combat was another area where I struggled. I couldn’t really tell what was happening when fighting the dragons, and the feedback didn’t feel clear enough for me to understand whether I was doing well or taking damage.
I also ran into some movement and collision issues. At times, it felt like I could move beyond the intended play area, stepping off the visible ground, which made navigation a bit disorienting.
On the visual side, some of the AI-generated art felt a bit inconsistent. For example, the attack swing animation appeared to “tear” or break apart, with pieces moving in unnatural ways.
Overall, I think improving clarity—both in controls and visual feedback—would go a long way toward making the game feel more intuitive and polished.
Thank you for your Bug reports and Feedback—we've taken note of everything and above all, thank you for testing this prototype!
I was able to figure out how to get to the level, you need to CLICK enter, not to press Enter button on your keyboard.
I’ve encountered several issues with the collision/grid movement during the play-through, seems like visuals and collision/grid do not match each other and I was going through a couple of walls.
I’m really confused by how the combat works, sometimes when you click on a dragon a 3 coloured icons appear and if you press one of them you lose some health and when you press another one you move to the dragon tile and it dies? I was also unable to die, as even if my hitpoints reach zero, I was able to move and attack dragons.
I wasn’t able to locate the exit, it might be an issue with the procedural generation, or it might not be there at all?
Overall I think the game is quite raw, it doesn’t have a fail condition, it doesn’t have a win condition, the combat is confusing and assets doesn’t work together. But it’s a start, from this you might be able to build more based on the feedback, gain experience and create a better game next time!
Here’s my attempt at play-through:
I've watched your Gameplay, great feedback. I agree with everything except for the textures and the fact that the assets don't quite fit together. that was an artistic choice, and given what's planned, it could turn out reeally well.
The combat will be strategy-based with real-time animations (that’s why the grid shifts when you defeat an enemy) and randomness in selecting the attack type and enemy type, with sound effects, particles, and animations. The defeat condition is already implemented, that’s why you teleport when you run out of health, everything else just needs to be added. I hope I’ve cleared up some of your confusion about combat; the procedural generation still needs a lot of tweaking.
I'm going to keep working on this IP because I need a dark fantasy game in my life!
I also could not go through the door despite mashing enter, but! I did manage to clip through the level and break the grid movement haha! xD Hope you can patch it up a bit!
I could not leave the first room and the movement / grid size felt very strange. The door does not open and seems to be set between two tiles so its on the line. Not sure what is supposed to be happening, but this game was unplayable for me. Cool artwork and a fancy menu though
I was able to fix a lot of bugs but not the Door, Sometimes it works. the good news is I can fix it now that I have more time