A downloadable game for macOS

Destiny is calling you.

The quest you've trained for all your life is finally about to begin.

Everything you've done, everything you are, has led to this one singular moment in time.

Will you complete your divinely-appointed task?  Will you claim the birthright the Saints have handed down to you.  Will you be the savior the people of Sunvale need?

Do you have a choice?

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You Will Be Remembered is an experimental adventure game with a focus on exploration, puzzle solving, and environmental storytelling.  Go in with open eyes and a busy mind, and feel free to stop and smell the flowers.

In this in-development demo, not all the secrets of this world will be available to you, but there are plenty of sights to see and doors to be unlocked.  There are pieces ready to be put together, but the caverns are always changing, and the deepest truth might be a long time coming.

But that's all needlessly cryptic, isn't it?  So let me give you something a bit more concrete.  This game has five endings, and if you've only seen one, you've seen practically nothing at all.  Don't worry, though.  Someone will be along to help you eventually.  After all, being a slave to destiny is rather boring.

Are you still here?  You won't get any more answers from me.  You'll need to find them yourself, though they might be closer than you think.

And just be aware, what you do will be remembered.

StatusIn development
PlatformsmacOS
Rating
Rated 4.7 out of 5 stars
(3 total ratings)
AuthorRocketlex
GenreAdventure
TagsExperimental, Exploration, Mystery, RPG Maker, Short, Surreal

Download

Download
You Will Be Remembered (PC Demo).zip 187 MB
Download
You Will Be Remembered (Mac Demo).zip 317 MB

Install instructions

The full game is in the zip file.  Just download and upzip!  No installation required!

Comments

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Couldn't keep well enough away - the final steps were kind of captivating my mind a bit but I couldn't seem to put them together - hope you don't mind but I ended up file diving/editing to get the blood key. Having gone through the endings now I figured I'd write out some more questions/comments:

I was wondering if the bug with the organ also applied to the song from the nun, as it seems like it wasn't triggering whatever event is associated with getting you the key. Do Re and Mi correspond to the left, middle and right of the organ, correct?

Also, the vending machine - where is the code for this actually provided? I dived this in the end to get the ending there, but I imagine I overlooked it somewhere.

The storybook seemed useless at first, but is it intended to hint to how each ending is achieved? This was my first thought of how to get the code for the vending machine but it ran dry.

In the underground, I interpreted three of the text pieces ("ocean springs forest", "end as we began", "twins apart") to be a start and end of yellow with blue then green in between, which gives you the monster eye. This seems like intended progression, but is this what you intended? I also did not find a use for the other two - something like "shining sun turns the sky blue", and "no red". Are these just red herrings that are meant to be mixed in with the real clues? I guess a full read of this could be "start matches end, with two progressions of yellow->blue and blue->green, where two separate parts of the code are both yellow and none of them are red"?

Earlier when I was still figuring things out I brute forced the Knight Outfit code by accident. Is this shown anywhere in the game? I will admit I did a lot of unnecessary reading-into just about ever set of four colored items I could find which was kind of fun when I realized where you had placed some of these in the town.

It was interesting tracking down the NPC that triggers the night 'betrayal' sequence - and making sense when they appear in that ending and appear to the be the same one with the diary in the mole key room. 

There is an NPC that seemingly shows up at the bar in town to talk about the red faceless guide NPC - he isn't in every game, this is random or triggered specifically? Just like the 'flash of memories' as you enter the cave sometimes appearing.

Either way I think I ended up spending far more hours that I ever really expected to on this game and do hope you'll pick it up again in future - it reminds me a lot of a certain genre of DOS adventure games (Defender of Boston, etc) where the mechanics of the game can only be discovered through extensively investigating all aspects of the game to exhaustion, and each step I figured along this process felt rewarding due to it being 'just out of reach' until I managed to put enough things together.

Thanks for the feedback!  And yeah, that spirit of “investigation” is exactly what I was going for.  So…I’m not sure I want to answer all your questions here, but you’ve given me a lot to think about for how a future build should communicate things.

I’ll just say a few things, since you’re curious.

-Yes, there are things that are randomized with each playthrough.  Nothing major.  Mostly just extra lore.


-There’s no one NPC that triggers the nighttime endings.  It’s sort of a culmination of things.  Just remember, the townspeople are watching what you do.


-Similarly, breaking the clock can have a number of triggers, but this one I’ll explain.  It means you’ve entered a code you couldn’t have possibly seen the hint for, yet.  Essentially, it’s the game letting you know you’re sequence-breaking.  You’ve “broken this timeline,” as it were.


Thanks again!  So happy you liked it!

Happened on your games after re-reading the Princess series you posted on SA forever ago. Been playing this one and got to the point of finding a handful of combinations to enter but haven't figured out all of the paths yet.


Are the endings mentioned in the description for this all achieveable in the demo?

Going off your twitter I guess this is shelved for future development at the moment too?

Cool to see the sense of exploration that was in your writing seems to come across in the your games too.

Thanks!  Yes, there are five endings in this demo, but a couple are really obscure.  This is a game about deep-buried secrets after all.

And while this game isn’t scrapped it is currently on hold.  Like Sanity Check Ch.2 (also on hold), the scope of what I wanted to do kinda got away from me.  But I’m working on something a lot more reasonably-sized at the moment, so watch this space!

That's cool, I've spent a bit more time on it and I like the way that repeated playthroughs are showing up seemingly innocuous text/sequences in the game as secret codes and so on.


Just wondering - in the monster church I seem to have opened the door by using the organ, but stepping on the tile doesn't do anything - is this intentional?

That’s a bug unfortunately.  Don’t worry, though, there’s nothing useful (or important to an ending) back there.  (It was just an outfit unlock.)

Cool, I think I have hit a wall with figuring out the remaining stuff so I'm going to check out a few of your other games later this week.

I noticed some events like the sequence where you 'break the clock' don't always occur - are these random or do they have specific flags in the game?

I also thought I had figured out that the prisoner outfit triggers the day change, but it doesn't seem to do that this time round - something more to it?

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Breaking the clock has a very specific meaning and reason it appears, but a lot of different ways to trigger it.  It doesn’t have anything to do with any of the endings, though.


As for what triggers the day change, I don’t want to say too much.  Just be sure to listen to the man in red whenever he appears.  If he gives you a warning, be sure to listen.