You are two memories. Different, distant — and yet, bound by the same fate. Inside a collapsing mind, you flicker between fragments of what once was. The red pulses come — slow and sharp — to erase you. Stop moving, and the mind forgets you even faster. There’s no winning. Only surviving. Only the hope of staying remembered… just a little longer. A surreal top-down survival game where movement is survival, memory is life, and stillness is your undoing.

Devlog #4: Orb Glow & Movement Trails
Added Orb Glow Effect
Implemented Directional Trails
Notes:
DEMO #1: Basic Movement, Health & Death Mechanics In Place
Controls
Things to Remember
Notes
If you run into any bugs, please let me know via Slack, Shiba feedback, or any other channel you're comfortable with.
Devlog #2: Health, Death System & Death Menu
Implemented Health & Death Mechanics
Added Death Menu
Notes:

Devlog #1: Added dual-player movement system.
Also, the previous code was messy and I couldn't understand my own code, file system and since the logic became weirder and weirder every dev session, decide to start again with a clean slate.

First Demo
Devlog Update: Character Movement & Erasure Pulse Mechanics
Just wrapped up the core functionality for the main character, including movement and boundary mechanics. The character now moves smoothly and respects screen borders, forming the foundation for future gameplay systems.
I’ve also implemented the Erasure Pulse system. This feature includes:
Auto-spawning based on a timer
Movement across the screen
Automatic cleanup once it exits the playable area
Currently, when the pulse collides with the character, both are removed. This is a placeholder — in the future, the pulse will damage the character once I implement a proper health system.
As for the second character, I’ve held off on adding them for now. I want to finalize all core mechanics with the first character first, which will make it much easier to apply the same systems to second characters later.
Devlog Update: Concept & Mechanics Finalized!
I’ve just wrapped up defining the core mechanics and overall concept for my game, and I’m really excited about where it’s headed. The game centers around controlling two separate memories trying to survive within a fading mind. The main twist is that staying still triggers a unique erasure mechanic, so movement isn’t just encouraged — it’s essential for survival.
Visually, I’m aiming for a minimalist, atmospheric aesthetic: glowing orbs representing memories, drifting in a dark, abstract void that suggests a deteriorating mindscape. Instead of traditional health bars, damage and health will be shown through changes in size and glow, making the experience more immersive and emotional.
To keep everything clear and organized, I’ve put together a detailed game design document and added it to the README file on my GitHub repo. It lays out the narrative, gameplay mechanics, visuals, and sound ideas to guide development moving forward.
Next up, I’ll begin prototyping these mechanics in Godot and start bringing this concept to life!

Expand Journey
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