Play greed
Just A Burning Memory's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #1062 | 2.583 | 2.583 |
| Visuals | #1082 | 2.833 | 2.833 |
| Enjoyment | #1378 | 2.250 | 2.250 |
| Overall | #1456 | 2.181 | 2.181 |
| Theme | #1538 | 2.167 | 2.167 |
| Gameplay | #1708 | 1.667 | 1.667 |
| Innovation | #1821 | 1.583 | 1.583 |
Ranked from 12 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?
An old lady was told by her neighbours that she has dementia, but does she? don't trust what they think of her!
What code and assets did you not make from scratch during the jam (if any)?
Music is from pixabay
How many people worked on the game?3
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Comments
The game looks good and the music is a good touch (specially the lack of music at the kitchen).
I like the concept of moving around "sorting" everything misplaced. In general it was quite clear what is interactive and what not, but there was a couple of things that weren't as clear:
Thank you for your feedback! It was my first time planning a game and I surely overestimated the one week duration://
As for the glasses, it was the trickiest button for us ngl, we tried to keep its shape as simple as possible and use the same colors as the other buttons so that it doesn't look like it belongs to the room it's in... In the medicine scene, you're supposed to click on the orange fold on the yellow label so that the actual label appears and this is supposed to show the player that Granny Edith is not experiencing dementia-related symptoms or being paranoid, her neighbors want to kill her.. then after you have the actual label you're supposed to click on the middle of the label so that you have the real dosage then click on the head of the pipette (you have 4 lines on the pipette and each line represents or equals 25 ml) until you get the desired dosage, then click on the "tick" button to confirm, after that, the "tick" button disappears and you have to click on the "glasses button" again for a zoom out then click on the "next scene" button for the ending scene.
The story is actually quite nice, its a nice feeling to see when pieces eventually come together! And the art direction is just nice, and the music volume adjustment between scenes was sticking out to me wow. But the story is more linear and more "seeing the story happen", which isn't wrong, but I had to spam left click everywhere on the screen just to find the right thing to click on, which is quite annoying since it's more linear (like I had to do all that just to find that one thing to progress the story, rather than able to press anything to see different stuff). And also a few times (like the first turning off gas scene, and the last medicine scene) it's not that obvious where I should click, took me a while ;-;.
sorry there wasnt enough time to make something for different stuff haha, also yeah it's not meant to be so obvious so that's nice to hear :D
I finished the game. At no point I was told what you have to do. So well done on the game design there. It kept me engaged! I also had some trouble with the font. Its a serious topic, but I still laughed a few times.
it's not taking itself too seriously so im actually glad that you laughed, we ourselves were laughing all the way through too xD
the text at the end in the thanks for playing screen was:
"Grandma Edith contacted the
authorities to investigate
for what she assumes is
an attempted murder
as a result of her
neighbor's greed"
also i did intend to make it "not take itself seriously", like when you open the game and it's this really nice piano, but then you go to the kitchen and music stops, then it's back but lower, then things get chaotic (you find a knife in the cookie box), then the music is back to normal but things are still chaotic xD (you find a knife in the swan ornament)
and the fake dosage label on top of the real one is what's supposed to confirm to the player that she's not paranoid and someone is trying to get her killed
Sadly didn't understand what to do in the end with the medicine bottle, and the curly font was a bit hard to read, but the atmosphere and art is really nice. The dementia theme also feels like it has a big storytelling potential. Nicely done ☆
it's a pipette and you click the tip to fill up the pipette, each unit is 25 ml, the whole thing is revolving around if she's actually forgetting to put things in the right place or if the neighbours are making her doubt herself and want to get her killed to rob her, the medicine thing was supposed to be what "proves" that they did try to get her killed by making her take the wrong dosage, if you click the middle of the bottle you'd get text telling you the dosage, but it's not the right one, if you click the little fold you'll find that it was covering the real dosage label and if you take it you can go to the thanks for playing screen, it bugged w some people and it would allow you to get to the thanks for playing screen regardless of if you put the right dosage or not, but not with everyone, it's weird xD
but anyway the text at the end tells you that she called the police to investigate because she's pretty sure theyre trying to kill her
it's a point and click game so i sorta thought that people would try to... point and click! but apparently lack of instruction made it difficult to get? i dunno mate, the artists made the interactable items look out of place so that people would... point and click them, any feedback on what else could i have possibly added to make it clear TwT ?
thank you for trying it out anyway <3
Aaaah I didn't see the torn label corner! Looks like it got me to the ending screen after messing around with the bottle too many times and accidentally getting the right dosage? ^^' Replayed right now the supposed way and it works fine!
Yeah, the rest of the interactables are pretty clear, for me it was just the bottle part. Did try to click everything at first, but soon noticed the only things I can interact with have a white outline, so I kinda was looking specifically for that indication by that last screen. I played a lot of point and click in my childhood, I think they usually blend the clickable items in the background, but show a highlight aura or change the cursor shape when you aim at them for visual feedback.
ooooooh good advice, will do consider that next time, and yeah you do have a point i see now that the outline is different from what it shouldve been, it was done minutes before submission xD
thank you for the feedback sm, genuinely means a lot :D
You're welcome, and congrats then with making it on time :D ☆ Me and my artist too kinda underestimated how little time one week actually is XD Had to cut like half of the planned ideas to rather fix existing bugs and meet the deadline lol.
Love the art! Also an interesting concept :)
Almost plays like a horror game with the background music and the quietness of the interactions. Not too bad.
a horror you say? hmmmm, i think i sorta see your point? can you elaborate tho? i'd love to expand on that, i mean yeah an unsettling uncertain vibe is intended but i wanna know how does it *play* like a horror game, genuinely curious xD
I am not the best at explaining, but an example I can give is how five nights at freddy's plays with cctv monitoring. Your setup including the seemingly normal everyday tasks creates the perfect environment for such kind of gameplay.
oooooooh interesting, kinda like observation duty where things disappear or move slightly or increase in number and you have to figure out what changed in each room, very interesting perspective, i see your point now!