Memento Mori-Martial

Em altaNovo

Forget a move and you lose it forever. Fight your past self before your mind resets.

Compre para jogar

$5.00

39Partidas
1Favoritos
0Remixes
Oct 1, 2026

Sobre

Memento Mori-Martial is a side-scrolling neon fighting game where memory itself is your opponent. Every strike you land erases that input from your move list. Every block you forget is a counter you cannot answer. Fight your past self before your mind resets.

Core loop

  • Pick a fighter — each comes with a unique kit and decay curve.
  • Choose a mod — cybernetic augments change how your banked shards recover.
  • Enter the ring — boss-fight ladder across four neural states.
  • Forget to win — hoarding moves kills you; spending them keeps you alive.

Why fighters keep coming back

  • Boss fights with cinematic finishers
  • Roguelike amnesia modifier — different rule every Thursday
  • Physics-based knockback + neon / cyberpunk art direction
  • Controller support, side-scrolling arena combat
  • Daily run mode with leaderboards
  • Free to play, browser-native

Inspired by

Hyper Light Drifter × Dead Cells × Memento (Christopher Nolan) — every hit is a loss, every recovery a choice.

Made by LOOMHAUS. A studio weaving impossible worlds.

Como foi feito

“MEMENTO MORI-MARTIAL (working title "Memory Pugilist") — a side-view 2.5D tactical reflex-fighter about fighting inside your own fading cognitive archives. Build the full vertical slice plus as much of the rest as budget allows, in this priority order. HOOK: You are a disgraced martial artist fighting inside fading cognitive archives. Every strike you land erases that move from your input history, so your fighter suffers execution amnesia. Defeat your past self before your mind completely resets. CORE MECHANIC — THE AMNESTIC ECHO (input decay): - Input registry of separate move slots: directional (forward/back), Punch, Kick, Special, Jump/Dash, each with its own slot. - Successfully landing a special or a multi-hit combo permanently removes that specific input from the registry for the rest of the round. The button greys out, marked as lost. - Pressing a lost input causes a dizzy stumble: brief vulnerability, no damage dealt, wasted momentum. - Your toolkit monotonically shrinks toward zero. You must re-plan every exchange, not memorize a route. - Blocking spends a memory slot instead of health. Defense and vocabulary compete for the same resource. - Dash-jumping repeatedly erodes the dash slot, so mobility decays as the round progresses. CHAIN REACTIONS (make these real and reachable): - SACRIFICE BAIT: deliberately spend your most basic kick early, then fight one-handed, to build hidden "Hyper-Instinct" state. It triggers once your input registry is fully wiped. - FERAL REFLEX: purge your entire registry within the first 10 seconds using weak attacks. The fighter then attacks entirely through automated counter-projections — chaotic, unpredictable, high risk. - ADAPTIVE AI: the opponent reads your empty slots and aggressively attacks the gaps, punishing what you can no longer do. It should feel like it is watching you forget. RESOURCE: Cognitive Shards drop when you land attacks without repeating an input. Spend them to recover one random lost move per round, so the player is always trading permanence against recovery. STAGE 1 — THE SURFACE CORTEX (fully playable, stable neon training grid): 1. Player avatar: cybernetic martial artist, neon vector silhouette, crisp readable animation. 2. Enemy: Echo-Phantom, statue-like, mimics your most recently erased move. Telegraph clearly so the mimicry is learnable. 3. Cognitive Shard pickup drops on clean no-repeat hits. 4. Enemy health bar top center, input registry grid bottom (lit = available, greyed = lost, with a countdown-style flicker on the wipe). 5. Touch swipe + tap controls AND keyboard (Punch/Kick/Special/Jump, arrows or WASD for direction). Work in portrait and landscape on mobile. WORLD REACTION (this is the signature — make it visible): - The background arena visibly dissolves as the registry shrinks. Colour drains, geometry fractures, stage boundaries warp. - The music track loses instrument layers one by one with each core memory erased, until near-silence at zero registry. - Physics decays with memory: gravity becomes floaty, impacts lose friction, hits feel weightless as you forget more. ENEMY LADDER (build Stage 1 fully, stub the rest so they are easy to finish later): - Echo-Phantom — mimics your last erased move. - Synapse-Stalker — hunts whichever movement input you rely on most. - Amnesia Warden — forces you to manually delete a move every 5 seconds. - Arch-Registry — multi-phase neural core boss that absorbs every memory you discard. FAILURE + REPLAYABILITY: - Zero registry plus a KO = the screen shatters like broken glass, revealing a cryptic lifetime-match log you can export or burn for bonus shards. - Daily procedural "Amnesia Modifiers" randomize which inputs decay twice as fast. MODS to wire in: Echo Shield (keep a lost move for one extra use), Retrograde Boost (recover faster when cornered), Cognitive Anchor (lock one signature special permanently). TECH: TypeScript, Phaser for combat physics, UI, overlays and touch handlers; Three.js for the reactive background environment and shard particles. Modular files: GameManager.ts, InputRegistrySystem.ts, FighterController.ts, AIAdaptationSystem.ts, UIManager.ts. AESTHETIC: neon-drenched vector silhouettes, glitch-art chromatic aberration, moody synth-wave palette (deep crimson, obsidian, neon violet), fading memory-fragments drifting in the background. Ship the complete Stage 1 loop end to end — select fighter, execute combo, experience decay, adapt, win or collapse — and then push into the enemy ladder and mods while budget holds. Do not stub Stage 1.”

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loomhaus's avatar
@loomhaus2d atrás

🥊 Land a strike to erase that input. 4-enemy ladder, world decays with memory. 2 secret routes.

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