memBrain by Sciman101
Recently, an abandoned bunker was discovered with some nuclear launch codes inside. You should probably get those out of there. 3 of them, at least.
So, people sent in a robot (you) to retrieve the codes. One issue. The robot's memory is a cassette tape. This wouldn't be so bad, if it weren't for the fact that the robot also needs to scan rooms into it's memory in order to see them. Manage your the space in your memory as you try and retrieve the codes, all while your visibility on the facility slowly shrinks.

| HTML5 (web) | https://sciman101.itch.io/membrain |
| Windows | https://sciman101.itch.io/membrain |
| macOS | https://sciman101.itch.io/membrain |
| Original URL | https://ldjam.com/events/ludum-dare/42/membrain |
Ratings
| Overall | 184th | 3.809⭐ | 49🧑⚖️ |
| Fun | 387th | 3.447⭐ | 49🧑⚖️ |
| Innovation | 15th | 4.17⭐ | 49🧑⚖️ |
| Theme | 24th | 4.394⭐ | 49🧑⚖️ |
| Graphics | 237th | 3.989⭐ | 47🧑⚖️ |
| Mood | 479th | 3.244⭐ | 43🧑⚖️ |
| Given | 35🗳️ | 30🗨️ |
Thanks!
I played this game for about five minutes and I only found one key though. It also took me a while to work out how to change the room data to drop. But that's okay for a jam.
Overall this is definitely one of the top games I've seen.
With that said, I'm not sure the intended design works in the first place, at least not with this execution. I found the memory management mechanic to be irritating. It felt like a completely arbitrary limitation that served no other purpose other than annoying me as a player. It reminded me of the inventory limitations in the Resident Evil series of old.
In any case, thanks for the feedback!

But other than that, the feeling of the robot's really cool, lacks some bip boops and a bit of music and it would be perfect :)
Good concept!
Nice implementation!
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Evaluation...
0 - Main Mechanics:
The main mechanics of maze exploration to collect items and then escape with limited abilities of perception became very nice. I'm wondering how to extend the main mechanics to a larger game (more challenges and such).
1 - Secondary Mechanics:
To be exchanging between items and partially letting the player remember where they have already passed were interesting design decisions.
2 - Learning Curve:
It was not long before I learned how to use the commands (I hope I have used them all). That's even without tutorial on the outside (on the Ludum Dare page). Very good.
3 - Flow:
The added difficulty was smooth. With the advancement of the player, the game will require less ability of the character to keep information in memory. Perhaps a version with less memory space can provide a greater level of challenge (perhaps creating new phases or simply having "hard" mode).
4 - Love Points:
The way the images disappear and how the game was presented were the things I liked the most. It was good to finish the game.
5 - Presentation of the Narrative:
The narrative was presented on the page of the Ludum Dare. I wonder how it could be presented inside the game. The dialogs are too fast (I do not know if they're tied to the computer's FPS, maybe I'll put them away if the person pushes a button, I do not know).
6 - Art Polishment:
The visual effects were very interesting (darkening and lightening of the rooms recorded in memory and such). The main character and the choice of camera type have also been adjusted (as I see it). Congratulations. Polishing is always possible, and I would like to see how obstacles could be, and even mobs or wrists that erase some of the memory ... Hahahahahah.
7 - Monetization Attractiveness:
I believe that a complete game, with some polish and with varied challenges could sell by itself (without monetizing with advertisements and such). But you could possibly sell by advertisements on the cell phone (with the right settings for control, maybe).
8 - Community Generation:
The character has the possibility of being worked as a charismatic entity for the players. A Facebook page could center actions on characters and news (but it would not necessarily be helpful, I'm curious; if they create me they call me to tan). :)
9 - Cultural Dialogue:
The game alludes to times of low memory in old recording devices, so it somehow contextualizes itself in a cultural way. If the game is increased, there will probably be new forms of relationship (culture and play, game and culture).
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