Memories of Eleph by Leandroc
===== Version 1.1 =====
- Added WebGL version without "Application.quit()"
- Fixed bug where you would start in the final room when playing again after finishing
===== Version 1.0 =====
In this game, Eleph, the small elephant, starts with nothing... including his memories. Face his fears, solve puzzles and collect his memories before it's too late and he forgets everything, once again!




Art by @fredbernardo
Code and level design by @vcesauron and @leandroc
Music from https://filmmusic.io "Heartbreaking" by Kevin MacLeod (https://incompetech.com) License: CC BY (http://creativecommons.org/licenses/by/4.0/)
"Water Swirl, Small, 10.wav" by InspectorJ (www.jshaw.co.uk) of Freesound.org
The font used in the project is PixelMix created by Andrew Tyler atyler.dev@gmail.com
| Youtube | https://vauron.itch.io/memories-of-eleph |
| Original URL | https://ldjam.com/events/ludum-dare/45/memories-of-eleph |
Ratings
| Overall | 122th | 3.966⭐ | 136🧑⚖️ |
| Fun | 423th | 3.433⭐ | 137🧑⚖️ |
| Innovation | 513th | 3.231⭐ | 136🧑⚖️ |
| Theme | 227th | 3.785⭐ | 137🧑⚖️ |
| Graphics | 24th | 4.518⭐ | 138🧑⚖️ |
| Humor | 743th | 2.31⭐ | 110🧑⚖️ |
| Mood | 36th | 4.248⭐ | 135🧑⚖️ |
| Given | 36🗳️ | 36🗨️ |
The small particles too, it all feels very polished.
the music is super relaxing, and I liked the idea and how it ties to the theme.
I'm still not sure what the water is for, as I finished the game without using it at all.
The ghosts are really cute!
It's only a shame it's too short, I'd play more.
Great execution, well done.
@cyberstarlight Thank you for the kind words and feedback! The water stuns enemies but it's not easy to hit hehe
@pinosaur Yes, the game is quite difficult because of that... We tried to sell the sensation of losing all your memory again and again, but maybe it is too harsh. But thank you for the feedback and compliments!
@thecritterscove Yes, indeed. The pillars can confuse the player and we didn't have too much time to think how to introduce then, so they became something harder than it could be. Thank you for the feedback!
@emmyoop thanks for the feedback! We wiil try to fix it!
My only criticism is that the ending came somewhat abruptly. I would like to have seen a couple more rooms, perhaps.
Overall, this was a really great entry. Kudos to everyone involved.
It looks so amazing, the graphics, the SFX... I could see a longer version of this on Steam.
I don't think anyone above mentioned it, but I noticed you could actually clip through a lot of the walls. One example is you can clip through the walls in the room with the switch and the gate and clip into the key room.
the walking sound effects were in sync and the color choices help set up the mood, the character is charismatic and the visual effects add an interesting layer to the narrative ...
i confess though that i had some trouble going pass this part

gameplaywise it was a bit hmmm frustrating perhaps, that feeling you have when you constantly die for missing a platform ... not necessarily bad though, just wanted to see the end of this story though

Once I restarted I had a good time solving the puzzles. Very nice work! I think if the timer paused so I had time to actually read the popups that would be nice. As is you kinda have to ignore them because your time is running out so you're too busy trying to get through the puzzles in time to really take in the story. Minor nitpick but figured I'd mention it
That's the only minor issue I'd say.
Story, music and art hooked me in right away!
Beautiful graphics, I really adore them. The controls are also smooth and everything feels polished. It is a bit hard, which is only a problem for noobs like me, and the music is perhaps a bit too depressing. Other than that I think this is an amazing entry!
As for mechanics, while the dungeon exploration and puzzles are well thought, there were some issues with the keyboard controls and the enemy collisions that frustrated me a bit. Switching to a controller improved the feel dramatically.
Lovely work, congratulations!
That's really minor though, the game was really cool, and I would love to see an extended version where Eleph is fleshed out!
Also, our main hero is ridiculously adorable.
A small feedback on *SPOILER* the first rock you need to shoot against a wall. At first run, I was focused on the spot where the rock impacts, and didn't noticed it had opened the door as the rock collides a bit before the button to activate.
Solid entry, last one I played before going to bed, it was calm and relaxing enough for me to feel like I'll be able to find sleep peacefully :)
Well done!
ps : when walking along the right wall in the ghosts room I went through the wall and arrived in the closed next room.
The only suggestion I have for future games (or this one if you go further with it!) is to make it a little more clear when an object is interactive. For example, I had no idea hitting the little circle with the ball did anything -- a pulsing glow and/or slight animation may have helped me realize that sooner, or in keeping with your existing UI, a textual hint saying something along the lines of "if only I could hit that switch somehow". But I really had to rack my brains to find even that much feedback -- the overall quality is so polished and professional! Fantastic work :)
I'm not sure I understood what all the items (rock, water...) did.
(FYI I got stuck a few times behind the pedestal here, and couldn't get out (collider issue?)):

I think the sound of steps should have been softer, it's a bit grating as it is and goes over music too much. Also the water projectile doesn't feel good. It's either too slow (for a projectile) or too projectile like (for a spray)
One point of feedback: the first time I lost I tried interacting with the baseball but nothing was happening. I already had water in my inventory and so pressing space did nothing (and I didn't know you could press space when not trying to interact to use the water yet). I'd recommend swapping out the inventory instead of ignoring the interact if there's already an item in it.
And I'm not kidding. The ambiance felt finely tuned, the difficulty is challenging but not too hard (though I abused the stone throwing mechanic instead of using water in the last room on the left). The story was so well delivered, humble and eerie but nice. I LOVED the artwork, both the chara and environment design was so beautiful for me. (Dude that elephant is cute af ... I love it)
Could CLEARLY be expanded into a true game. I instantly picture the backstory of this elephant, he's like the Ugly Duckling of his kin (because elephants do normally have good memory, right?) and we could iterate so much on that. I love it.
You have kind of a Zelda's gameplay meets Celeste's narrative vibe (well, a tiny tiny bit of Celeste's narrative).
I'd love to work with you on future project if you'd like? I'm a composer and sound designer (I guess?). I've worked on two Ludum Dare. Check out the soundtrack I did this ludum: https://soundcloud.com/pl4typus-dude/sets/planet-7-no-data-soundtrack (don't hesitate to check out the game through my profile page)
Either way, huge good luck on your future project @vcesauron @fredbernardo @leandroc , you guys are talented :)
* The way the ghosts interact with the water is just unpleasant to play with, especially coupled with the way collision works for them. In a game that was otherwise easy I had to do that spit-water-at-ghosts screen more than a dozen times.
* The timer just... isn't very fun. I know it's the only source of a fail state for the player, so I'm not sure removing it is the right option, but, maybe extending it? Or make it so running into an enemy doesn't take away any additional time beyond the time you already lose by having to redo the room? Some sort of tweak, anwyay.
Other than that I did really enjoy the game, good work!
I would agree with the sentiment that the gameplay and mood feel slightly at odds at times. I didn't bother me that much, but I did wonder about it. I sort of liked the idea that you had to sort of piece together the dungeon by memory, which I think echoed the theme you presented, but the pacing of the gameplay vs the pacing of the storytelling felt conflicted.
Didn't prevent me from enjoying this though! Great job for a jam entry :)
Nice gameplay too, no need for a tutorial, etc...
Really unfortunate though that the game was so difficult and you need to start over again everytime you lose. It prevented me from fully enjoying the experience :/
Also it's a bit weird that the character always faced towards you while he stands still (for example when you want to shoot the ball upwards to hit the button).
The timer felt a bit out of place in my opinion. The game reminds me more of an explore/puzzle type of game.
I did really enjoy the game.
I'd really like to play without the timer, it just feels like a game where you wander and discover puzzles etc at your own pace.
Things to enhance/tweak: I'm not a native speaker and maybe it' just mine problem but sometimes I'm too focused on game play/art/level that I have no time to read whole text, it vanishes too quickly for me. Maybe adding more delay would be good; that's need to be play tested of course.
Anyway I like the game difficulty. It is not hard not boring, just my level. Thanks for that game artifact and good luck!
