Post Game Jam Development


Thank you to all who played my game. The game jam was a great community event full of amazing experiences. It's been a while since I published any game as I've been stuck in endless prototyping working on solo projects so this project has been a nice change of pace.

I fully intended to only work on this project for the game jam. However, after receiving feedback, I want to do at least one update pass with the main reasons being addressing the critical issues and practicing the polishing phase. Namely, I want to improve the clarity of the game's mechanics, strengthen the core atmospheric aspects, and refine the gameplay loop. The design core has been to create a certain degree of confusion and anxiety emulating the experience of recalling buried memories while stressed. I intend to strengthen that core pillar while hopefully making it more playable. I already expanded the scope beyond the limit, so I hope to get this update published within 2 weeks as to avoid more scope creep. (aiming Jan 20 update release)

A Rough To Do List

  1. Memory spatial audio feedback (learn and integrate FMOD)
  2. Visual & audio danger sense: other character near hazard, scanner incoming
  3. Lose memory rework: visual & audio feedback, returns to present side with particle trail
  4. Visible timer in present
  5. Focus stamina system
  6. Beginning and ending cutscene: Beginning tutorializes core mechanics
  7. Second tilemap for right/left side
  8. Dynamic environment with memory collection

The game will remain free and still be rough around the edges since I'll be still working solo with free non-commercial assets. I hope it will be a decently polished short fan game. In the future if I come to like this project, I may expand the game to have more content and actually thought out level design.

Leave a comment

Log in with itch.io to leave a comment.