Remember, Apollo by AdamCYounis
Created for Ludum Dare 46. In Remember, Apollo, you play as a hunter struggling to recount a critical moment in his recent past. Fling from memory to memory with your trusty bow, as Apollo relives that fateful day in approachable yet challenging slingshot action platforming, akin to the likes of Angry Birds, Jump King and Celeste.
Controls are simple, just click and drag anywhere on the screen to pull on the bow and release to launch.

Ratings
| Overall | 22th | 4.177⭐ | 503🧑⚖️ |
| Fun | 224th | 3.675⭐ | 504🧑⚖️ |
| Innovation | 55th | 4.103⭐ | 504🧑⚖️ |
| Theme | 711th | 3.466⭐ | 498🧑⚖️ |
| Graphics | 10th | 4.529⭐ | 505🧑⚖️ |
| Audio | 121th | 3.773⭐ | 492🧑⚖️ |
| Humor | 687th | 2.386⭐ | 24🧑⚖️ |
| Mood | 11th | 4.392⭐ | 504🧑⚖️ |
| Given | 56🗳️ | 77🗨️ |
I only ran into a couple of gameplay issues:
Hitting a node with too much force would start the story text, but my character would then fall off it and rest his position (from that node, so nothing was lost but continuity). Making the node-pull mechanism absolute if the character got close enough would probably be good.
And secondly, I shot over ledges a few times, landing a level or 2 below on another node, which would reset my position to a previous level. This sometimes made it hard to keep track of the story, and I'd have to re-do the platforming puzzle I had already completed. This wasn't a huge issue, however, and is quite forgivable given the sometimes non-linear nature of the story.
Fun to play, engaging story, and just really solid presentation overall. From start to finish, this looks like a professionally produced game =) And also I am going to dig into the shaders you used to create that fog-clearing effect and steal them ;) That was so cool!
The art is really well done and I love the lighting and how it slowly becomes less dark. The game feels polished and really responsive, and the main mechanic is great. The games tone is good and I'm genuinely impressed. Awesome work.
For one, I didn't entirely understand the ending. Was it some kind of metaphor? Did the hunter construct a false memory of the deer because he shot his beloved? Was the girl the deer ***THE WHOLE TIME?!*** Or did he just like... shoot her by accident because he was blinded by his ambition? This is probably mostly a personal thing though, so I wouldn't worry too much about it unless it's common feedback.
Secondly, the main mechanic was somewhat inconsistent in difficulty at times. Sometimes, it felt like mechanic would almost cheat for you, snapping to nodes I wasn't really close to. Other times—like in the secret room—it was **really** hard to get where I wanted to, and it felt like luck when I did. This wasn't, *too bad* getting into the secret area, but very annoying getting back out. This is probably something that just needs a little more polish than a jam allows.
Anyway, I enjoyed it! I feel like it's really brave to do something with a serious tone for a jam like this so I applaud you. Thanks for the game!
Congratulations!
Overall though, really good game! Loved it!
Can't wait to see this on mobile or fleshed out more sometime!
Felt like a golf ball / 10
I was in a room with no exit except for the one I came from, was it the end or just a dead end and I should have backtracked a bit?
The atmosphere and art were amazing, and I managed to get quite invested in the story, despite its brevity. The branching path that looped in on itself and allowed you to experience the story slightly differently depending on how you went was great.
Overall, really well made!
It was fun to play, very easy to understand, and aaah the feels ;;
The moment when you don't hit the ball and fall to another level. It looks right - so you can see what's next. But the fall is a bit strange.
The mood was a little reminiscent of ori and the blind forest, which I love, and the slingshot mechanics were interesting, but I felt that they were underused for the most part.
And i think a few people care about story in such game.
The audio background ambiance is nice and fits the visuals nicely.
One audiovisual gripe for me is that there is no reaffirmation that you actually hit a note. You just sort of stop and that's it. Nothing else. Feels stiff.
The gameplay is utterly uninteresting. It seemed to take priority over the on-screen text for me, making me completely ignore the text all togehter and instead trying to find a fun way of interacting with the game. Speaking of, I couldn't find one except for trying to cheese the level transitions by hitting a node in another level without hitting any nodes in the current level. That was the only somewhat interesting thing to me.
So while the presentation is great and one of the best I've seen in the whole jam, the interactivity/gameplay is uninspiring and uninteresting.
The central mechanic is also pretty neat, although it did end up feeling a bit frustrating / trial-and-error at times. Also, a bit disconnected from the theme.
Super impressive in an artistic/technical sense, given the time constraints.
Graphics are more than top notch. Beautiful scenery, great work with the colors.
The audio is well done as well, congrats on that.
I truly enjoyed the game as a whole. The story is nicely told, and the gameplay is interesting if a bit frustrating at some points where it's hard to know if you're aiming right through the holes or not.
Overall a great game, even more considering it only took you 48 hours to do it. Congrats!
The gameplay as a bit lackluster and could use some fine-tuning, but overall it was enjoyable for what it is. It was compelling, fun, and moderately challenging at times.
Sound design was okay. Nothing really stood out, but maybe that was intentional.
You definitely sold the mood of a weary, defeated man trying to do his best. At times the gameplay and events also added in a sort of understanding of his frustration, too.
Great job!
I missed a background song ou even sound effects. I maxed my speakers and did not get anything. Was it my fault or the game lacked sound for real?
This experience really called for some mood song along the way. Nice job overrall!
I hope you won't abandon the idea, you did a great job!
Glad I went through it a second time... great entry.
Okay, simple things first: I like the graphics. Especially the background images are beautiful.
Then the sounds set the modd very well and when the music came on, it really had an impact.
The way to combine gameplay and story (with the revealing background as well) is a really cool idea. The way the story wraps in of itself and still makes sense. And the ending is very neat as well. All around for me one of the best games of this jam.
Loved the melancholic mood, the experience of the chase and I found the game mechanic cool, even if the node snapping + falling through felt a bit non-deterministic: sometimes I'd go back to the node, some others I'd just move to one or two levels afterwards, and it was not immediately clear.
Awesome work, congratulations!
To be honest, I still think I could have leveled out the difficulty curve to be more consistent as I notice a few players didn't make it to the end to hear the music, so I imagine the score will suffer there. Ultimately, the choice was to serve the narrative given that players would probably have a short attention span in this LD setting. It was a tough call to make a lot of those choices for the sake of late-game narrative impact. That's what the game is about though, so I'm not sure if I would have changed anything if I had a chance to re-do it.
Anyways, again, fantastic entry! Thank you for being awesome haha! ;)
Theme was used ooookayish to me, you seem to be remembering something, but there is no way (at least in my play through) to fail. It's definitely more of an artwork than a game to me.
The clearing the fog image was so strong and well done!
5/5
Nice story, nice implementation. I liked the tension and release, and the feeling of the movement. It reminded me of Celeste.
I love this type of looping story. I did want to see another revelation on the second time through, but maybe I missed something. You should build this out, add even more nice visceral particles and more story, and release it on mobile.
Sometimes you remember things out of order. Sometimes you backtrack in your recollection. Sometimes you only vividly recall moments, such as the nodes in your game, and you have to muddle through reconstructing the order of events yourself.
Very cohesive vision between theme and mechanics. Well done :)
So, in short: good job !
through the story. The story was my motivation to keep at a frustrating section where I just couldn't quite get through. I really enjoyed this one.
@adamcyounis, you've done it again! :) Loved watching your twitch channel too.
This game is clever as hell, though there wasn't a clear win moment for me.
Not sure if it's even possible to win.
Loved how quickly you recover after 'dying' I love the memory art and how the illumination pools over it.
Thanks for the fun.
-NeitherNorth
Great job making this in such a short time!!
Moody ambient sounds and well-placed music, the way nodes light up the environment, the touching story, the top-notch pixel art, the polished puzzles, the fun shooting mechanic, everything was gorgeous!
One bit of constructive criticism:
The entry to the house was visually almost not distinguishable from the background, which left me wondering where to go next.
Thank you so much for making this game. I hope someday I can be as talented as you.
Well done!!
Everything was amazing, I loved the work with shaders and nodes, very impressive compo.
really hoping that you continue develop this
I was compelled to play through the game twice, probably because I felt sad about the ending and hoped that something would change, but the overarching narrative remained the same, which feels appropriate. Interestingly, on my second time around I did take a few slightly different paths, leading me to find a non-critical path that I had missed on my first time around, which added color to the narrative.
The lava-lantern-illumination effect was really fun to look at and was a neat way to indicate the visited nodes and to reveal the images gradually.
The narrative is nice. It's a solid story well presented. I had to redo some of the paths, because I fell down on a previous path point, but that's ok. I'm not so sure about the shooting mechanic. It's fun for a while, but in the end it's just a vehicle to drive the story and maybe even a bit annoying. Most shots feel more like luck. But this is admittedly just nitpicking on a very high level.
All in all an impressive compo game!
Really enjoyed this, the game play mechanics of progressing through the story, and the story itself - linking back on itself at parts and still making sense, all to become a totally amazing cyclical experience XD.
Nice work! :D.
I enjoyed the game mechanics and art/mood though