You can now find Remember, Remember on STEAM!
For dev posts on Remember, Remember check here.
Thank you so much to everyone who voted for us and spread the word! It means a lot to me that my first real game is getting on Steam and both Michaela and I can’t wait to put this game out into the world! Release will likely be April/May.
Remember, Remember is now ON STEAM GREENLIGHT! If you love horror stories, awesome art, and spooky Pac-Man, make sure you click the link above and give it a thumbs up!
Michaela (@thebunnyofevil) and I have been pouring our heart and souls into this game and we really appreciate all of your guy’s support! See you guys on Steam!
It’s a new year with new opportunities and new mazes! This time we’re going to be talking the second maze variant: Obfuscation. In this maze variant, obscuring knowledge and altering the map were the main goals. Today, I will be talking about the process of choosing the design for this variant.
If you haven’t read my previous article, I suggest you do that before reading this one.
Hey guys, I’m back with more Remember, Remember level design insights. Today I wanted to talk about a few design pillars I set for myself when designing these maze boards. Each of these is aimed at creating an environment where the player can learn quickly and create an overall enjoyable experience for the player be it their first or fifth time playing the maze.
NOTE: All content here is still in development and may change dramatically throughout the development cycle. I present the content as it currently is, but it is by no means set in stone.
If you have not played Remember, Remember‘s demo yet, I highly recommend it before reading this post. You can check it out here: Demo
First and foremost, I’m excited about new content and sharing it with the community. There’s just something magical about seeing a design come together and thinking “I did that.” But beyond that I want to share my thought process and talk about what I’ve learned from designing and programming three levels around a few very small changes to the original formula.
Most of all, I’m hoping to spark some conversation and see what others think. Did I miss something? Is there something you would do differently? I’m here both to present my findings and learn. Designing is useless if one can’t explain their reasoning and that’s just what I aim to do here.
You can get the new demo HERE
Small Remember, Remember update. We’ve uploaded the new version (v2.5!) of the demo to our Itch.io page.
– New options menu
– New low performance graphics mode (may help with bad performing computers)
– Fixed a bug that caused a crash on pausing during the tutorial maze
– Fixed a bug that caused skip mode to be stuck on if you skip INTO a maze
No new content (you’ll have to wait for the full game on that one), but this version should be more stable!
Also I want to give a huge shout out to the people who provided feedback via Tumblr and email! Without your super helpful error logs, I wouldn’t have been able to track down those bugs!
Thanks for your support, I’ll have a content update soon!