Relics of Mortality by JeanValjean
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 :)
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 :)
@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.
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??
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 :)
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!