The Legacy of the Pharao by BossHunters
Story:
The Pharao Ignatz Lichtbringer was building a huge pyramid before he suddenly died.
His legacy is to finish the pyramid. Unfortunately he wasn't popular.
Back as a mummy he has to enlighten the chambers under the pyramid using sunlight and mirrors.
Controls:
- Arrow keys to move
- Space for mirrors
- Backspace for level-restart
- Escape for exit
Hey that's our first LD. We hope you'll enjoy playing. Unfortunately we didn't include any sounds (no time).
We would appreciate to get any feedback.
Fixed:
- Collision with character and lightrays on movement.
- Mirror placing on grid
Have fun
Lukas Goclik,
Alex Nieddu.
The Pharao Ignatz Lichtbringer was building a huge pyramid before he suddenly died.
His legacy is to finish the pyramid. Unfortunately he wasn't popular.
Back as a mummy he has to enlighten the chambers under the pyramid using sunlight and mirrors.
Controls:
- Arrow keys to move
- Space for mirrors
- Backspace for level-restart
- Escape for exit
Hey that's our first LD. We hope you'll enjoy playing. Unfortunately we didn't include any sounds (no time).
We would appreciate to get any feedback.
Fixed:
- Collision with character and lightrays on movement.
- Mirror placing on grid
Have fun
Lukas Goclik,
Alex Nieddu.
| Windows | https://redhotalex.itch.io/the-legacy-of-the-pharao |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=111972 |
Still, good job! :)
The game could need some polish. Besides that it is a pretty good start for a puzzle game.
@BinaryProvider you can recollect the mirrors with space. Once pressed rotates them, twice pressed and they are all yours again :)
With more polish it can become a good game!
Idea - Nice, clearly relevant for the theme :) Not very original perhaps, but not everything needs to be.
Controls - I feel like the character moves a bit too slowly. I had the feeling of waiting for my character to arrive, rather than just walking somewhere. About placing the mirrors, I managed to send the light diagonally by placing the mirror a bit off. Perhaps a grid system could have helped here? It also seemed (I only noticed on the last level) like I walked much faster to the left faster than to the right? Perhaps that was because the light was coming from the right and it pushed me (I'm thinking Unity colliders or something)?
Levels - They were a bit too big for me, since they were mostly unused space. What's fun about the game is figuring out how to solve the puzzles, not so much walking around the level. The rooms felt quite straight forward, whereas the last one was more interesting. John Romero (who made the levels in the original Doom game) said that he always made the first level after he made all the others, because that's when he was the best, and that's when you need to really guide the player. I think it could have been worth spending more time on investigating what different kinds of challenges could be constructed using the means you have. For example, could a level need to be cleared in multiple steps by repurposing a mirror later? For that there could be a maze that's completely dark until you manage to get the light in there and see what's going on. Once you see the inside of the maze, you can go back and move the first mirror so that it enters the maze in another place, and then you can place an additional mirror or two inside the maze to finish the level. It could also be adding elements like melting ice blocks with the light so that the player can get through to place a mirror on the other side or something like that. Anyway, the last level added a layer of complexity where the light moves through something that the player can't, which was great and a step in the right direction! That could already have been level 2 for me - it's nice when there's a tiny new twist on each level (I'm talking like you had years to make this game, I know!). The extra pots strewn out didn't really do much for me.
Other thoughts - Very nice how the light really lights up the places it enters (I would have loved if that also took part in the puzzles). I imagined the game was in super slow motion, and that zombies move at 2/3 the speed of light!
So yeah, it was a nice little game with a good theme :) Well done!
I think it would be good, if you restricted the placment of the mirrors on some sort of grid. Then some issues with the placment would be solved. Also, maybe you could show where the crystal is at the beginning of a level, so that I don't have to run around and look for it first.
Also, sometimes after you get hit by light I think, the mummy moves slightly into that direction, until you move one of the big urns.
The graphics look really nice. But the torches could use some animations and the walking animation only seems to work, if you move vertically.
Overall, a nice game with a cool mechanic. With some more polish, it has the potential to be a great puzzle game :)