Memory by Kataware
Trailer
https://www.youtube.com/watch?v=Gj_p2hiTsqI
Overview
An Open-world action-rpg where you must level up and survive until you can fight the boss
But don't wait too long. You'll eventually run out of space, as a void approaches, one that will cut off
Walk around the map and equip old weaponry. . .
Level up by any means, cooking, farming, killing mobs to increase your health and attack. . .
and then take on the slime god
Controls
WASD - Move E - Use Item Left Click - Shoot Q - Drop Item
Challenges
1. Get the King’s Crown
Probably from killing a king like the bossss hmmmm
2. Reach Level 75 or more
Get to that grind
3. Discover all crafting Recipes
There are 6 total recipes
4. Get all the weapons before the void closes in
I think the plasma rifle is actually impossible to pick up, unfortunate. There are 9 total weapons
5. Grow Bread and eat all Foods
Seeds are somewhere. There are 11 total foods
Boss Info
For those who are interested: The boss has a chance to spawn slimes every second, which gets faster depending on the health.
It also shoots out projectiles dealing 20 damage. If he falls below 50% hp, then he shoots them out twice as fast. Below 10% he goes into a frenzy, shooting as many as possible out that fly even faster.
He is, of course, the giant skull icon on you map.
Other Info
Some of the guns are incredibly inbalanced
Leveling up increased your health and attack damage
You can get experience by killing monsters/mobs, farming/harvesting, and cooking
Some hidden easter eggs are around the map. Find them? or don't.
Admin town is uh, right there. If you ever need an admin gun. Its there.
The void actually doesn't do anything, so just pretend it'll kill you!
The goal of the game isn't to kill the slime god i suppose. Just live your life.
Screenshots




| Windows | https://kataware.itch.io/memory |
| Source code | https://drive.google.com/open?id=13NQ0cRDD-rWKyYaL_UqSUJcqXYfNOrR0 |
| Original URL | https://ldjam.com/events/ludum-dare/42/memory |
Ratings
| Overall | 241th | 3.568⭐ | 24🧑⚖️ |
| Fun | 211th | 3.522⭐ | 25🧑⚖️ |
| Innovation | 593th | 2.705⭐ | 24🧑⚖️ |
| Theme | 645th | 2.773⭐ | 24🧑⚖️ |
| Graphics | 281th | 3.432⭐ | 24🧑⚖️ |
| Audio | 94th | 3.619⭐ | 23🧑⚖️ |
| Humor | 115th | 3.214⭐ | 23🧑⚖️ |
| Mood | 175th | 3.35⭐ | 22🧑⚖️ |
| Given | 31🗳️ | 0🗨️ |
It would have been nice to have a tutorial in-game or something on this page telling me that I could scroll through inventory. It may just be me but I spent a good amount of time figuring it out!
The graphics were clean and the animations were good, and the HUD didn't get in the way. In fact, the way it was laid out made the game feel more casual while still retaining that LoZ/FF feel, which is a nice approach in a Ludum Dare game.
Overall I gave it 4/5 stars, mainly because a shrinking play field isn't a super unique idea in this pool of games.
Great job, I always enjoy your entries!
Thanks for playing!
Yea, I actually spent less than 5-10% of my time playtesting, and most of it wasn't even playtesting combat. Therefore, basically every gun is overpowered.
The villagers didn't have random speech, but I was in a rush for time xD I suppose that would have made the world feel more alive, especially if they had actually moved.
I actually never thought of telling the player that, I was in too much ofa rush to affirm the player new the map/void existed.
Indeed, it was very similar to many popular games xD
You bothered to put tiny bits of story in there, a good soundtrack, and a bunch of fun weapons to play with.
Like you said in your comment, it's definitely not finished and there's a few glitches, but I'm really happy I could sit down and enjoy your game.
By the way, why is it called memory? Does it have to do with the character's story?
originally, I meant for the story to be that you were a robot, who was given the program of being a sentient human being.
But this undertaking proved to be too much, and your robotic brain was corrupted, which is why the void is closing in on the world. A few lines of dialogue would be enought to tell the story, but I finished in quite literally the last minute soooo xD
Thanks for playing!
It's a design that is technically impressive, but "substitutes scope for a coherent premise". In this case the game is more well-rounded and finished overall, but I was actually turned off by the idea that I was going to have to sit through a bunch of dialogue and level grind for the sake of following convention before it could get to the part where it distinguishes itself from any other action RPG...and then it didn't end up doing much with the premise anyway.
The more stuff you add to a game, the less you can think about polishing it...hence stuff like the game's tuning/balancing being off is more like a symptom of not finding the point and focusing all your resources on getting to it quickly, than an actual problem in your execution. It pains me when I see this happen to jam games because I know what it's like to put yourself through the wringer to build all that stuff.
Thanks for your in depth criticisms!
That is very true, I didn't in essence "beat the grind", in fact I made it more boring.
I added a lot of useless things that wasted time better off spent on more useful systems (instead of a cooking/farming system maybe more mobs and quests)
You were exactly right, I didn't focus my resources properly, which I find is a regular problem for me in not just game jams but in developing my other games, so I'm still working on fixing that xD
Thanks for playing!
Theme doesn't really get across that much, esp. as the void doesn't harm you.
Other than that, very solid and polished :)
I think my feedback is mostly technical... I kept clicking outside of the game window by mistake (lock that cursor down!), and I was surprised that clicking on an NPC restarted rather than advanced dialogue. Otherwise everything worked very well.