Unfortunately the God didn't notice me (in reference to the game), but I noticed that many efforts have been put in this project. It's a little bit like Quake, Unreal Tournament or Serious Sam: you are in an arena with waves of enemies to kill and you must survive. Each new wave is harder than the previous one. I'm not very good at these games but there are many interesting features. I liked the retro graphics, lowpoly with simple textures, that can remind of some games of an era. Each wave gives you the right to choose a new reward (weapon, health, skills), and you become stronger while the enemies are more dangerous. So it becomes more and more difficult but you also have more and more changes to succeed. At some time I did the mistake to choose new skills instead of healing me and I lost, but I have no doubt that the fans of the genre will have fun for hours. I'm not sure what is the link with our Jam theme Myths and Legends except that it takes place in Egypt? But it doesn't matter, you did a nice project. Well done!
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Thank you for your comment! We appreciate that you took the time to play our game and write this analysis. It's true that this game is mostly aimed toward the hard action crowd more than adventure enthusiasts. Nevertheless, we hope that you had some fun when you played!
The game story is not inspired from any exising legend. The link to the theme of Myths and Legends lies in that the player lives the legend of the champion of Akert (that we invented), a lost soul who finds the way to Akert, which is the mythical Egyptian underworld, where he fights against ancient gods of Egyptian mythology.
The absence of any narration might make that hard to understand, but that was intended, as we wished to give the player the freedom to interpret his own story.
Thank you again for your time, and we are really happy to participate in this jam!
Ah yes that was hard to understand regarding the legend, but now that I know it I think it's cool. by the way I didn't mention the fact that I liked the setting at the beginning (discovering the ruins, etc). It can be disorienting in the fog if the player takes another direction to begin with, and so the temple/pyramid can become very hard to find maybe? But the idea is excellent and the egyptian world was well rendered.
Thank you for your kind words! The introduction scene is programmed to make sure that the player finds the pyramid after a set period of time and distance travelled, no matter the direction they follow. It would be too much of a design flaw otherwise :) But seeing the amount of comments we received about this, we will very probably redesign that part a little bit.