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Mnémora: The Lenses of Galimán

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Controls:
Arrow keys or WASD to run, jump, and activate terminals
Spacebar to attack
F for Fullscreen

Gamepad is supported (except for the menu)

This game was commissioned by the Argentine collective El Culebrón Timbal, and it’s based on their 2018 film Mnémora: People, Power, and Time: https://youtu.be/YCV3wQ9_nS4

If you can’t get enough of South American low-budget science fiction and so you’re committed to watching the film, do not worry about spoilers. The game is sort of a vaguely-connected prequel.

Art by Mer Grazzini and sound by Fede Cardinale.

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Its possible to wall clip when jumping towards a wall, then tapping the opposite arrow key while still holding down the other arrow keys. While I didn't find any game breaking uses for this, I did manage to abuse this to reach a few medallions without going around the long way that was intended. Other than that, overall great game!

DavidMarchand responds:

Hey, I love that you found that! I knew about it but I was too lazy to hunt it down and fix it :\

In the last level it was possible for Mariana to skip the Lenses that way (the only game-breaking application I can think of), so if you grab them, then jump down to your right, then try to go left, you’ll find an invisible wall I very irresponsibly put there to prevent the skip.

Love it :3
It was challenging but still, I loved it ^^

DavidMarchand responds:

Aw, thank you so much.

this is not castellano, is more like to Mexican xD

DavidMarchand responds:

I’m not entirely sure what you mean, both “castellano” and “español” are officially recognized names for the Spanish language in Spanish, whether you’re speaking it in Mexico, Spain, or (as is our case) Argentina. I just like “castellano” a little bit better is all.

Good game, pleasing music, but needs a jump button.

DavidMarchand responds:

You mean a “skip cutscene” button? I got so used to skipping cutscenes by mashing the “skip line” key that I never thought of that. It’s actually a very cool suggestion.

nice. the backtracking is a problem though. why NOT have backtracking? some of us like to explore and get everything... just a thought. ;)

DavidMarchand responds:

Thanks for the comment! Like I said to an earlier comment, we just came up with level design ideas that weren’t easily backtrackable, mostly about falling to a lower area and not being able to jump back up (the whole game is about going deeper and deeper into an underground secret base, so it made sense at the time).

The main Play button leads you to a level select / “overworld” map, and the Extras menu shows you which levels you’re missing collectibles from, so I thought I was taking reasonably good care of my completionist players. I guess I’ll have to be more careful next time.

Credits & Info

Views
4,412
Faves:
26
Votes
207
Score
3.51 / 5.00

Uploaded
Jan 4, 2019
1:12 PM EST
Genre
Action - Platformer - Puzzle
Tags