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

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Pharaoh's Awakening

by Reversal Mirror - Jam Entry

After a millennium, the Pharaoh awakens in his tomb, and his only goal is to leave his sepulchre.

Left mouse - interaction
WASD - movement

2D Art
Fernanda Batista

3D Art
Vinícius Pereira

Nícolas Hoffmann
Rodrigo Bittencourt

Game Designer
Nícolas Hoffmann

Downloads and Links


Findor says ...
Aug 30, 2016 @ 5:02pm

Wonderful graphic! And it was fun to play, I like the idea.

wheerd says ...
Aug 30, 2016 @ 8:08pm

Amazing ggraphics and you really capture the atmosphere of an ancient tomb. The torches look really good and add to the immersion. The puzzles are fun to (except for the lever ones maybe). In the forth level (I think) I got really bad FPS drops, so I could not continue playing. Sometimes you get stuck somewhere because of your torch, even though it looks like you should be able to walk there. Oh, and the doors openening dust effect is also beautiful :) Overall, solid and fun game with great graphics. Good job guys!

Aug 31, 2016 @ 1:16am

graphics and sound are great. just alittle bit too repetitive tho

olkeencole says ...
Aug 31, 2016 @ 1:35am

Great job on the graphics and you really scored on the ominous mood. I will this and hopefully I don't come off too harsh. Every first person with mouse interaction needs a cursor. It helps anchor me because its actually very hard for my mind to know what the center screen is. Also, please keep run in. I know you think that might have destroyed the mood you wanted, but trust me, you nailed the mood, but when I have to walk down a hallway that takes 5 seconds, frustration begins to mount and no amount of mood inducing light and sound is going to help with that. I hope I don't sound too much like a d#$k, but yeah. You got something special going so keep on going. :)

AnaGF says ...
Aug 31, 2016 @ 1:56am

Graphics are amazing, really good 3d art for just 72 hours. I liked the atmosphere too.

However, I find it very slow to play: you walk slowly, when you interact with objects they react slowly, and you also have to stop what you are doing and go to lit a torch, which makes it even slower (it may be more realistic, but I find it unnecesary). The second puzzle became boring because of that: you have to interact with a switch so you can go find another switch and then show another switch and it goes like that for another three or four switches, so it would have been nice if the player could do it faster, even if that means that the game has to be shorter.

On the other hand, the rest of the puzzles are nice though. And the game has a lot of work for being made in just 72 hours, it is a good entry overall.

MrErdalUral says ...
Aug 31, 2016 @ 2:27am

Firstly you should have used a cylinder body for the player gameobject instead of a box one. Collision prevents the player from turning around when you are too close to another body.

Puzzles gpals were clear and it's a good thing but the animation wait time was really annoying.

I did not see the point of carrying a torch since it barely lit up anything.

Textures and sound effects were pretty good. I liked the atmosphere too. Good job!

Omiya Games says ...
Aug 31, 2016 @ 3:17am

Graphics are pretty good, but I thought the puzzle designs were very poor. A lot of the switch-door levels felt like a I Spy game about finding where the switch is in the maze. The fact that their placement pattern being an obvious zig-zag didn't help. I found the laser puzzles to be more interesting, especially in its way to provide you hints readily on how to solve it, just a matter of figuring out the angle of redirection.

Making the walls not have friction would have been nice. I felt like I kept getting stuck. Movement felt slow. While playing v1.0, I fell through the world due to an un-tiled wall. There was a level where the ceiling wasn't tiled, but honestly I liked that accident.

Muffinhat says ...
Aug 31, 2016 @ 6:24am

wow. its a game. that runs kinda poorly. on this pc.

kyyninen says ...
Aug 31, 2016 @ 5:11pm

WebGL-version lags a lot. I liked the cohesive art style and immersive audio. Otherwise, the game felt slow and it wasn't just because of the lag: you walk slowly from one place to other, interact slowly with switches and beam pyramid thingies, and slowly comb the level to find the one place that has changed when you pressed the switch in the other side of the level.

EDIT: I played the post-jam version, and now moving feels way too fast :D Should've been more careful in what I wish for. Maybe a sprint button or slower acceleration to full speed would have felt better? One thing I think could work here is something similar to "Mark" and "Recall" spells in Elder Scrolls - use one button to mark your current location and other to teleport there instantly.

MintArcade says ...
Sep 2, 2016 @ 11:35am

Very nice game - I love this types of games, and it's so awesome to see one done doing this LD. Great game - runs very smoothly on my PC! :D

Sep 2, 2016 @ 1:35pm

It's neat seeing a game like this that has a real sense of place to it's interiors. Something about the corridors felt like they were under tons of stone, in the heart of a pyramid. How much research/reference did it take to get that right. The corridors and sliding doors also are sorta nostalgic for early 3d PC games, which fitted well with the puzzles (though some of the puzzles had a bit much busywork in them)

Also, I really enjoyed that you had to relight the torch every so often (though the animation was maybe a bit slow). It gave more meaning to the lighting effects, and was a nice touch!

DraKlaW says ...
Sep 2, 2016 @ 8:55pm

Nice one. The collisions make waking through the level tedious and it is made worst by the fact that some levels require to go back and forth a lot. But beside this it work well. The puzzles are a bit simple, but that's to be expected given the short development timeframe.

euske says ...
Sep 3, 2016 @ 3:31am

Nice atmosphere. As other people pointed out, the game play was a bit tedious.

local minimum says ...
Sep 3, 2016 @ 11:28pm

I played about four levels down until I decided to stop. The textures, models and particle effects are all done with extreme care. Sound effects makes it feel like there's actually a fire on the torch being re-kindled. When it comes to interactions, it would of course been even cooler if the torch rekindled depending on the orientation of the player and not based on the coordinate system of the torch. But more important, neither the flames nor other interactions allowed to be too close which was kind of annoying. The puzzles were really quite simple but required rather a lot of manipulation and walking. For me they worked negative on the mood and I kept playing in spite of them rather than because of them. I would have been happy with the darkness and sparse lighting -- with the sounds and textures... I would have enjoyed if the game centered around nurturing the flame on the torch and had very little of the lever and light-ray puzzles (not saying they should go away all together, but sparse and concise to add to the mystery and mood). To sum up: the details and level of polish on those really impressed me, they created a great mood.

Sep 6, 2016 @ 9:15pm

The lever didn't seem to work right for me? I included it in my compilation video series of Ludum Dare 36, if you’d like to take a look :)

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