Alright, when I was about to play that game, I didn't really expect much. Perhaps that was caused by initial impression the menu gave - while I didn't really think about it much at that time, it felt somewhat... clunky, somewhat... unproffesional. Now that I'm reviewing "Remember, Dummy!", I paid more attention and I'm guessing this impression was caused by inconsistency. Specifically, the background is rather simple-coloured, with only slight hint of gradient, which contrasts with more graphically complex title and dummies; additionally, after proceeding to tutorial one might notice the tool buttons that look completely different than navigation ones (I prefer the style of tool buttons, by the way). Well, at least it's pretty nice the game has a tutorial with all proper explanation, introducing the twist on typical platformer with a SURPRISE! Oh, and that there are tools that can help mark the invisible platforms. Because, well, the twist is that the platforms become invisible after leaving the starting point. Just in case anyone was wondering. ^^"
Either way, I decided that I ain't no dummy and don't need any tools, thus proceeding to hardcore mode immediately. Well, no tools but one - a mouse cursor I can place on some important spot before the whole map disappears; once I realised that, I found it to be quite helpful. And so I jumped around, having roughly memorised the elements placement, and kept repeating levels because jumping on these invisible platform wasn't easy (especially with some extent of inertia, making the game slightly tricky even if it was played on visible platforms), and found joy in it, since the game was fun indeed! Leaving menu and buttons inconsistencies aside, the graphics are quite well made, the dummies are somewhat adorable and the gameplay is quite challenging, but not in too annoying way. Also, I found the dummy getting stunned for a few seconds from falling too much to be a nice touch (that face they make XD); that way taking shortcuts and skipping a few blocks is likely to result in slower completion of level, which is quite important in timed game.
Yet I feel there's something missing. I feel like some sort of medals, achievements or other kinds of rewards would work well in that sort of game (e.g. each level could have medals associated with given time). Also, while three different difficulties make a nice filler in the menu, I feel like it could have been handled differently - make it so that usage of tools beyond given limit makes a level rating lower (any tool from hardcore to normal, enough tools from normal to dummy); also, it would make sense for time result to "leak" from better level ratings to worse. As in, if someone had better time on hardcore than on normal and dummy, both of these would be replaced; that's because any accomplishment in hardcore mode is by definition possible in any other (what's the difference between not using tools because of not having them, and not using tools because of not needing them?).
Still, that game is one of the more entertaining entries out there. Great job! Use of Theme:
straightforwardUse of Handicap:
challenging; entertaining; well-designed gameplayCons:
a bit too large inertia; some graphical inconsistency; could use some rewardsIn a nutshell:
While premise is rather simple, I found the game very enjoyable.
Edited by Alice, 13 May 2014 - 07:34 PM.