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A jam submission

Memo DungeonView game page

Roguelike where you fight with memory
Submitted by memodungeon (@memodungeon) — 23 days, 12 hours before the deadline
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Memo Dungeon's itch.io page

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Comments

Submitted(+1)

I really like this game! It feels very close to the kind of game I’m trying to make.
The atmosphere is excellent — the graphics, music, and overall balance all work really well together.
The idea of memorizing words to attack is very original. I understand that it’s the main concept, but I also found myself thinking that the game could still be really fun without the word-memory mechanic. Maybe that’s just me, though!
Thanks for making this!

Developer(+1)

Thanks a lot,

I also think sometimes it could work in different ways, like if the combat is a math challenge or Final Fantasy like action selection.

Probably at this point it will stay this way, as my goal is to gamify memory practice, but I am still considering how to improve the core mechanics and door challenges, so things keep changing a bit.

Submitted(+1)

Hi! I played a few runs (I might not have gotten as far as I'd like), but my memory skills are very grateful :)

I haven't seen such an engaging way to improve my memory in a long time. The game looks very cute and can be quite addictive.

I didn't notice any bugs, but I have one suggestion for a small adjustment: when you're typing a letter combination and reach the point of entering a single letter, but decide to delete one or more letters, first one letter is deleted, then another letter from a pair, and then two letters at a time. In other words, letters are deleted out of pairs (I hope I explained it clearly; my English isn't very good.)

Good luck with the development :)

Developer

Thanks a lot!

Fixing it right away, it should be consistent with backspace.

Submitted(+1)

Hi,

I played several runs and had a lot of fun experimenting with the game.

The music is well chosen. It’s calm enough that it doesn’t add extra stress while trying to memorize the combinations. The controls are intuitive, the minimalist UI works really well, and I especially liked the lockpicking mechanic as a satisfying change of pace.

It took me until my fifth run to beat my first Juggernaut, only to die to a door trap shortly afterwards. :D I think combat could be a little more forgiving when making a mistake. Dealing at least some damage for a partially correct answer might make failed attacks feel less punishing.

I’m still struggling to figure out a good build. There are a lot of options between skills, boons, items, etc., and I haven’t quite figured out how they work together yet. Maybe the differences and synergies between them could be communicated more clearly.

One small control suggestion: it would be nice if W/D also worked for navigating the item selection in the shop.

Overall, the game already feels very polished and complete. I didn’t encounter any bugs and had fun trying different approaches across my runs.

Developer

Thanks a lot!

The build system is still a bit WIP, but roughly everything should work, at least I am working on it, so the game doesn't end up being too cognitively punishing for bad choices.

Did you find out you can use the assisted keypad? Thats a bit new way to make the game "easier" without changing the game feel.

Unfortunately I cannot test your game now, as I cannot run .exe