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DUAT's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game design | #3 | 3.286 | 3.600 |
Creativity | #4 | 3.651 | 4.000 |
Overall | #5 | 3.195 | 3.500 |
Engagement | #6 | 2.921 | 3.200 |
Theme adherence | #7 | 2.921 | 3.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
There is some positive in the game: the graphism and atmosphere is pretty good, the tutorial written on the floor and wall is is easy on the eye and effective (for the most part) and the setting has undeniably potential.
Unfortunatly I've had a frustrating experience because of the level design of the game... You mentioned in other comments that a lot of people die in front of the first mummy; that's because when you introduce the click to take item, the player has to move toward what seems to be the only thing they can interact with and click. So when you tell the player to press a new button right after, they are gonna do the same (get close to the sarcophagus) and then press E, only to get mauled to death instantly '~'
Also, towards the end with spiked pit, I fell for quite a stupid reason (me really). Considering what revealed the way was an eye, I considered that the way to the last artifact was merely invisible but still here, and that I could keep going without alarming the mummies much. At the bottom of the pit, I realized I was wrong. I didn't feel like doing the game again from the start so I stopped there...
All in all, I've probably had the worst possible experience I could have had with this game, no luck ^^' But aside from these two mishaps, which I'm way too salty about to be honest, that was a great work! Keep working on it and I'm sure it will turn out to be a very good game :)
I actually really liked this! Quite a lot!
Can't really comment on the art as it's mostly dev art! (you could have textured those pillars tho) (joke joke heheh)
I really like tutorials that don't interrupt you at all. Also i don't think i was confused with the first mummy part, i thought it was a fantastic way to show it, as it surprises you. However, i can see how people can take it that way!
I don't know if it's the "i played escape the room games for too much time" part of me talking but i love cryptic puzzles with hidden messages and solutions. I would have just hoped there was a downside to using the true sight at all, other than being chased and stuff of course. Probably would have obscured most of the vision when you use it and only bright up the hidden stuff, making you have to toggle to actually see or something. Would have screwed up the chase part i guess, which i quite enjoyed. Really gave me the jeebies when you are about to get crushed and ambushed at all sides. Liked that!
Overall, great idea! Would like a way more polished execution with an actual artsyle, to not make it look so drab. Also, the walking is really really weird. I was really uncomfortable with it. To make it have the stepping animation it sometimes locks you into walking even though you already let go of the key!
Great stuff!
First of all, congratulations for making a 3D game during a game jam ! I really liked the Egyptian atmosphere with the mummies, sarcophagi, etc. I found the game mechanics very interesting and quite innovative, even if at first it was a little confusing. Integrate the tutorial into the game directly on the walls and floor is a good idea. Good job =D
I was really confused at the beginning, maybe the first part of the game should have be better designed to understand the main mechanic of switching between modes.
At first, I just took the little pot, went to the coffin and pressed E as I thought it would lead me to another room. Maybe the undead was too early in the game and should have been introduced later.
Anyways, I liked that cool puzzle game !
And I finished it !
Thank you for playing, and thank you for your feedback! Everyone we've shown the game to has had a similar experience with the coffin - perhaps putting the E sign above the coffin baits you to it unfairly. Maybe it should be part of the UI instead, so you don't feel prompted to move anywhere.
Well done for finishing!
I loved the tutorial being shown on the floor and walls. I felt confused why I kept dying when I opened the coffin, but then I realised that I controlled some sort of time mechanism that lets me see hidden doors or something. The game has been designed well, I felt fear as the mummy was chasing me when I have disabled my time freeze ability.
I got to the bit with the scales, but got confused at that point.
Thank you for playing our game, and thank you for your feedback!
Dying when opening the coffin seems to be a common point of contention! It's certainly unclear that what the sign on the wall looks like it i s prompting you to do, is different from what we intended it to do.
The idea behind the mechanic is that pressing E activates your eyes, which reveals secrets - things that are hidden, and things that are fake. I can understand how you perceived this as a time controlling ability. The concept was that activating your powers would reveal your location to the otherwise sightless mummy! But we obviously failed at communicating that xD
Glad you had an emotional response, and liked the overall design! Thanks for your support!
Again with the scales puzzle, i think we could have provided a clearer prompt for what to do. If you want to try again and get to the end, the goal is to way a specific group of statues on one side, to raise up the other!
This game was probably the one I felt invested in most because there was a little learning curve trying to understand the powers. I felt kind of clever solving what the power does, but I was not sure what it is. A very good game, and with a bit more flesh to it. your game could be popular!
Thank you so much! :) we're not stopping with it - already recorded some new sounds for the Mummy!