Memory Mayhem by ZuhairGhias

In Memory Mayhem, you play as a tiny robot who is frantically working inside your computer’s processor to clear up your cache. As more and more data is dumped into the cache, you must work quickly to process the data and reduce memory leaks. Compute the target numbers to score points and clear up space.
Instructions for peasants(JKJK):
- WASD to move
- Space to pick up and drop blocks from the highlighted tile
- Combine any 2 numbers to get 1 block equal to their sum
- Computer the target number to make the block disappear
- Numbers greater than 8 cannot be added
- Don't get crushed by falling blocks
Intructions for computer science/engineering people:
- Use good data structures
- Make use of spatial and temporal locality
- Avoid integer overflow
- Avoid memory leaks
Ludum Dare Journal:
For this Ludum Dare I really wanted to adhere closely to the theme. When I think of "running out of space", claustrophobia is the first thing that comes to mind. I didn't want to interpret the idea simply as "playable area in the game decreases". For that reason I spent a lot of time just thinking about the topic and what would be fun.
I dismissed a lot of ideas that were good, but seemed to typical. I also tried to avoid playing with the words "running" and "space" so as to not dodge the topic. This came to this idea over many iterations and I really like it because it truly felt like a race against space(and time)
Despite my planning, my team decided to roll with another idea, and so we worked on that for 2 days. However we eventually felt that this new idea might not play out as we were imagining it and so my team lost motivation and eventually dropped out of Ludum Dare altogether. I still felt that I shouldn't waste the opportunity. I had been waiting for Ludum Dare 42 for quite a while, and had dismissed myself from a lot of my responsibilities to make time for the event.
So with a little more than 1 day left, I un-shelved my original idea. I wasn't worried too much about the scripting of the game, since I am a decent programmer. However, since I no longer had a team, I was worried about the art and polish that I had imagined for the game, and I am by no any means an artist. I could not find any suitable(and free) art for my game, so I had to learn to make pixel art in that same day. After reworking the art a few times, I finally had something half decent. All the audio is borrowed.
I am fairly happy with the end result. While my original idea was much more ambitious, and involved a few more mechanics, I think I was able to deliver on the look and feel of my brainchild.
This idea takes inspiration from computer engineering principles and the way processors and caches work. I hope this game comes across as unique and that you enjoy playing it.
Thanks for playing!
Update: -Attempted to fix the controls and movement. -Rescaled spawn rate to adjust difficulty and increase playability.
| Windows | https://zuhairghias.itch.io/memorymayhem |
| HTML5 (web) | https://zuhairghias.itch.io/memorymayhem |
| Original URL | https://ldjam.com/events/ludum-dare/42/memory-mayhem |
Ratings
| Overall | 374th | 3.587⭐ | 54🧑⚖️ |
| Fun | 324th | 3.51⭐ | 54🧑⚖️ |
| Innovation | 198th | 3.637⭐ | 53🧑⚖️ |
| Theme | 69th | 4.176⭐ | 53🧑⚖️ |
| Graphics | 650th | 3.365⭐ | 50🧑⚖️ |
| Humor | 387th | 2.979⭐ | 49🧑⚖️ |
| Mood | 336th | 3.413⭐ | 48🧑⚖️ |
| Given | 49🗳️ | 43🗨️ |
Regarding grid movement, the compo game I made also faces the never-quite-resolved problem of mixing free movement with a grid. I've worked with this problem before and the way I dealt with it this time was to gradually interpolate to a snapped position as you move around so that everything visually lines up, just not instantly. However, there is still some unresolved stuff with how my camera works that affects how the movement feels.
Again, thanks!
Edit: Actually I maybe get what you are saying, but feel free to explain anyways.
My modus operandi for game designs is conceptual coherence - if you can get all the themes, scenario elements and mechanics to be deeply related to each other then the game is usually tighter, more satisfying, easier to make and easier to explain.
Thanks!
Otherwise good job! :))
I like the graphics and the sound, the only thing, that the game is missing, would be a gradual increase of difficulty, so it won't be something endless! But otherwise a very good entry!
A great entry, congratulations!
So from a design perspective it's great, such a shame your team did not follow you on this one, the result would have been incredible.
The only complaint I could make is that the difficulty does not seems to increase over time (or very slowly ?), this could help to keep the player in the flow.
Graphics get the job done, audio too.
Great job!
(Also that game over sound got me, it is just perfect)
I updated the spawn rate so it gradually gets faster, but not past a certain limit. Hopefully this makes the game more playable. Please do try it out!
I like the combo of a game like this in first person, and it fit the theme perfectly.
Stupid me didn't read the instructions correctly so during my first playthrough I thought I wsa supposed to make as much 8 block as possible... xD
One thing though, if the number spawn is really random, you should consider tweaking it, I had to deliver compute a 5 but couldn't get any block below 4 or 5 for a certain amount of time, takes up quite a bit of space rapidly :slight_frown:
Overall it's a very nice and unique game, well done !
If you don't bother take a look at our game when we focused on Graphics and visuals and see the results that we got:
https://ldjam.com/events/ludum-dare/42/spacelab-42