Ludum Dare 36 — August 26th-29th, 2016 — Theme: Ancient Technology

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Relics of Mortality

by JeanValjean - Jam Entry

An Archaeologist has found an ancient Egyptian ruin, in which he finds a strange and old Egyptian object, however, this object reacts to the presence of the main character and sends him to another Dimension. In this another Dimension he can't die, instead he is moved randomly to different places filled with traps, being trapped in an infinite loop. Will he be able to get out of this?

Work made in a team of two: one artist (@SilfriM), and a programmer (JeanValjean, @jeantheparanoid, me).

WASD -> Movement

Space bar -> Jump, Can double jump and can move in the air.

Thanks for playing and any feedback is welcome :)

Downloads and Links


ObscenelyTrue says ...
Aug 29, 2016 @ 8:20pm

I had not read the explanation before I started to play. So I did not understand immediately teleports but it's a good idea to change the short loop die&retry games... the character physic is really not simple to grasp and levels are ruthless. The graphics of the level with outdoor trees is particularly successful.

CalmKai says ...
Aug 30, 2016 @ 3:15am

I like the game a lot!

appleskin says ...
Aug 30, 2016 @ 3:41am

Cool. Like @ObscenelyTrue the teleportation confused me until I read the description. Your hero is lovely @SilfriM

qkerguelen says ...
Aug 30, 2016 @ 4:31am

The game was really fun to play, I just couldn't beat one level, but I will! Sadly I encountered some "bugs", sometimes the camera isn't not aligned with the player anymore, the player it outside on the left. And when I restarted, I had a game over every time a died and I had to begin from the begining every time, so it was a little bit annoying :/ But the trial and erro feel is there and I really enjoyed playing it! Keep the good work ;)

Anudin says ...
Aug 30, 2016 @ 1:48pm

Without reading the description i stumbled into the game (as i'm sure many players do) and i had absolutely no idea what was happening. Also the game felt kind of unfair because i didn't know how to dodge falling objects :| In conclusion: i like the idea but the game could do with a better (ingame) introduction

JeanValjean says ...
Aug 31, 2016 @ 1:02am

Thanks for all the feedback, glad all of you enjoyed the game!

@ObscenelyTrue, @qkerguelen yeah we knew the difficulty was high and I wanted to work that out, sadly time ran out for us, for me it was hard as well to complete a level >.< Our plans are to develop further this death loop mechanic in something less frustrating.

@Anudin, yeah that was something I wanted to do, a short introduction, however, if you manage to finish the game there's a small text that gives just a tiny explanation of what was happening.

@appleskin, @SilfriM, who doesn't have an account here yet, is quite delighted that someone liked his character.

Jwatt says ...
Sep 1, 2016 @ 6:11pm

This game was very consistent in weirding me out. Perhaps that was the intended experience, like living the main character's Groundhog Day setting for yourself. But there were also collision quirks as extra spice.

I think I get where you were going with the platforming style, but the biggest issue is the sluggish controls combined with everything else happening super fast, often without warning. If I had the velocity necessary to dodge anything, I might actually complete one of the levels.

And I've never seen a graphical style like this. It's inconsistent in a way that makes it look almost randomly generated, sort of like every sprite and UI object came from a different game. Is this what happens when people use Unity assets??

Jwatt says ...
Sep 1, 2016 @ 6:12pm

Also, apologies if that's not very useful feedback. I did have fun with this, but it was more unintentional humor from the game's randomness.

JeanValjean says ...
Sep 2, 2016 @ 12:40am

Hello @Jwatt, Thanks for your feedback and for playing the game :D.
Yes you are quite right with everything you said, given that we ran out of time I couldn't improve the controls and the difficulty, we concentrated more in finishing it first and then improve it (which we didn't). Most art (character, enemies, traps, backgrounds) was made by us (i.e. @SilfriM, the artist), and probably it looks random because we were deciding on the go what to do and didn't think beforehand what style or anything we would use :p . The next time we will focus more on the planning so we can create a more consistent game. Thanks again for your feedback, it's very helpful for us :)

SamuelSousa says ...
Sep 12, 2016 @ 7:07pm

Liked the main characters' animation.

I found the concept interesting but the final result very unfinished or very dificult (I know it's a jam).
I just feel you could have done much better if you had put less assets into it.
Sometimes less is more, and this was that time.

Anyway, congralutions for having initiative!

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