Pyramid by metalhaze
Pyramid is a shooter platformer based in ancient Egypt, where alien intervention has left remnants of ancient technology. Play as Aria through the Pyramid, and choose your upgrades wisely. The boss awaits at the end.
Story so far:
Join our space faring mercenary Aria as she travels back in time to ancient Egypt for a the perfect pita bread. Upon arrival she finds that all the towns people have been enslaved and the bakeries empty! The evil pharaoh Ha'rabe had taken over with strange unknown technology. Armed with her trusty energy bow and quick wits Aria surges forth to topple the monarch and along the way tap into the new technology and upgrade her bow. They say never open a pharaohs tomb especially not one writhing in guards and traps, but hey
girls gotta eat.
Note: Web version is experimental and may be prone to audio distortion and other bugs. For a flawless experience, play on the Windows release.
Toggle full screen mode with Alt+Enter
Development by: Turbosoft Entertainment
Story so far:
Join our space faring mercenary Aria as she travels back in time to ancient Egypt for a the perfect pita bread. Upon arrival she finds that all the towns people have been enslaved and the bakeries empty! The evil pharaoh Ha'rabe had taken over with strange unknown technology. Armed with her trusty energy bow and quick wits Aria surges forth to topple the monarch and along the way tap into the new technology and upgrade her bow. They say never open a pharaohs tomb especially not one writhing in guards and traps, but hey
girls gotta eat.
Note: Web version is experimental and may be prone to audio distortion and other bugs. For a flawless experience, play on the Windows release.
Toggle full screen mode with Alt+Enter
Development by: Turbosoft Entertainment
The art is great, engaging music, great controls, good pacing, I love the game.
This game could be great with procedural generation and more upgrades if developed at a greater scale! Congratulations :)
@keln Thank you for your comment and feedback, we wish we had to time for more levels and upgrades but we were sleep deprived as is haha.
What did you use to make this? The web version ran perfectly for me (Chrome on a Mac). Was the web export supported by whatever tool you used or did you have to figure out the emscripten part yourself?
@jscottmiller Thank you for the comment and feedback, we used a custom C++ engine (https://bitbucket.org/cedega/clone) which figured out the emscripten part. From our tests there were a few computers with messed up audio on the web, so it's not a perfect solution, but I'm glad it worked for you :)
@kyyninen Thank you for the comment and feedback, this is the first time we tried the 2.5D art style we had a bit of trouble matching it and it shows. However i'm glad to hear it didn't detract too much from your experience.
+ The first thing I noticed was the main character's animations. Each one is concise and communicative on its own, and taken together they make for a likable, relatable character. My only complaint is that it's a little hard to make well-timed jumps given the character's gait, but to be honest I might keep the gait and change the levels that use such jumps. Well done there.
+ I also quite liked the music. It was fitting in both style, tune, and instrumentation and made me feel like a bad-ass.
+ It might just be my screen, but it appears that the game is too tall to be shown fully in a browser. I originally scrolled so that only the bottom part was showing, so I missed out on the bars at the top and didn't understand what was happening. That said, when I finally scrolled and saw them, their meanings were instantly obvious.
+ The upgrades at the end were a little confusing. How does "SPD UP" compare to "SPD UP (greater)"? Is the latter just objectively better?
+ I kind of like the full-reset mechanic when you die, but when I got to (I think) level 5 and encountered a part where I had to jump over some spikes but couldn't without hitting my head, it was pretty discouraging to die and not get another chance -- I quit at that point.
Overall, this game is one of my favorites from LD36. All it needs is a little tightening up and maybe a re-think on what to do when the player dies. Sorry this post is so long, I had no energy for shortening it :P
The way you stuck to the Egyptian theme in every way is really great, you didn't stray away from that idea, except for the main character which doesn't seem to fit into the whole world which became a little distraction of mine. It's a shame, because it's a very well animated character.
The music was great and fit the vibe of the game really well.
The upgrades could have been a little more clear as to what they do.
The reset could have been done for every level, and not game-wide. It causes a lot of raters (like me) to quit early and not experience the entirety of what your game has to offer.
Overall very nice entry and loved the theme.
To improve the difficulty a bit, I think the most straightforward change would be to change the spawns a bit so you don't run into a situation where you're cornered and there's a crapton of bullet sponges charging your butt with nowhere to dodge them, I think this is actually the very first thing that happens in the game. As for things you probably wouldn't have time for during LDjam, it wouldn't hurt to have some ways to play with the enemy, like knock them around and stuff, or some ways to evade a large amount like dashes/rolls. Could also see it working as the type of game where touching the enemy doesn't necessarily hurt you, but instead the enemy has to initiate an attack to hurt you, one that visibly takes a while to wind up so you can see and dodge it. That way you can have fun even if you can't kill the enemy ;)
Also, #JusticeForHa'rabe
The easiest way to solve the oft mentioned difficulty problem could be to spawn the player at each powerup station (checkpoint?) after death - the punishment from death could be to lose your powerups thus far, but you'd still have some permanent progress. Alternatively, the permanent progress could be keeping the powerups themselves, so that the player becomes strniger over the course of the game, even though they have to start from the beginning.
That said, there's something to the old arcadey model, where only the player's own knowledge and skill can take them to the finish, so that might be alright. Good music, good art, and engaging game!
I honestly can't believe this is a jam game. From the graphics to the sound, it is so well done! The web version worked fine for me! A+!
I'm gonna move on the the helpful bit, constructive criticism (trying to leave a couple bullet points for each game that has promise)
The combat felt good, but the encounters were never really that dynamic, back up, shoot, back up, shoot.
The midair controls weren't reactive enough, and considering spikes are instakill this probably could be fine tuned.
There was a lack of game feel. It was hard for me to see when I was getting hurt or what I was doing damage to.
Good concept, great execution with the time available.
I've made a short let's play video x) https://www.youtube.com/watch?v=yxN4SzYQr-U
Fun: The game was pretty fun to play! I'd echo the above comments on death being too punishing without some sort of checkpointing system (could easily make it so that you start at the beginning of the level instead), however I can understand if permadeath is intended as a genre convention. However I'd say at least give LDers an option to choose between game modes since some LD jammers are naturally going to suck at your game and not get to experience all of your content (sad but true!). I'd also *highly* recommend adding a "strafe" feature so that your character does not change facing directions while the fire button is being pressed. Not only does that allow for better movement, but it also gives the player an actual reason to let go of the fire button (currently there is none!).
Theme: Pretty nice job here!
Graphics: The blending of 2D and 3D elements ended up working pretty well here! All of the graphics work pretty nicely -- I think the next step is to add some additional visual flare like hit effects, particles, etc.
Audio: Pretty good! The music gave off a great vibe and most of the sound effects fit pretty well. A few of the UI sound effects tended to blend into the background music a bit, so you might want to watch out for that.
Humor: N/A
Mood: Pretty good overall! As mentioned above, the music really helps establish the mood.
Overall: Nice job! While the game is short and maybe has a few (easily fixable) gameplay shortcomings, it was a pretty enjoyable experience overall. :)
Congratulations on your successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.
http://fireside.gamejolt.com/post/jam-favorites-ludum-dare-36-eyjmnpkp
Sadly, I couldnt award your profile an award as you have not posted on this site before so your profile is not public. When it becomes public, please email me so I can give you your trophy! Jupi@JupiterHadley.com