Jimmie and Moe are toys that rescue fragments of childhood memories from the shadow of oblivion. They share the same strength to exist and move, evenly splitting all their attributes. In their adventures they need to run against the clock to solve challenges and platform puzzles, coordinating their moves and abilities in an asynchronous way, thus improving their individual capabilities. The game was initially developed in a 3 week long development cycle, between the 2011 Global Game Jam and the submission deadline for the SXSW Propeller Awards.
So, what have the Adugans been doing these past 3 weeks? We’ve been working on the brand new version of Mnemons. After the Global Game Jam 2011 we striped down the prototype, identified it’s core mechanics, essential features, pros and cons, and redefined it as a Synchronous Platforming Adventure. Today we are submitting it to the South By Southwest Festival Screenburn Independent Propeller Awards by IndiePub (so I heard indies like big names).
The game is now in Alpha, which means it’s core is running healthily, the mechanics and most of the assets are there, but it has only 13 of the 28 planned levels, and you’ll be able to play with Moe and Jimmie, but not with Debbie and Andy. We’ll feed you with more news about the Festival ASAP, and hope you enjoy playing the Alpha with your friends!
You can download the game here or you can check the brand new game page instead.
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As promised before, we are releasing today a new build of Mnemons' alpha. This is the last build we will release of Mnemons in a long time and, I'm not...
Demo of Mnemons made during 3 weeks of rapid prototyping.
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