Intomb by LittleBlackDog

Rip back the folds of the astral plane and claim your mortal coil.
You've been granted a return to mortality, but only briefly. Use it wisely to escape your tomb.
Controls:
-WASD: Move
-Mouse: Camera Movement
-Left Click: Interact
-Right Click: Return to Mortality
-Spacebar: Jump
Uploaded a new version (v2) with bug fixes.
Change Log - Fixed interaction bugs where Wretches, Skulls, and the Player would stack up improperly on Pressure Plates and create progression blockers (Especially on level 4). - Fixed 'start inside of trigger' bugs that could also create progression blockers, break AI, and even break checkpoints. - Fixed 'bridge skip' (sorry speedrunners) so that the collision is not still there when the bridge is lowered. - Fixed missing light blink when activating buttons in the wrong order. - Fix issue where wretches in level 4 can potentially not activate. - Fix issue where you can activate a button if you transition into ghost while pressing it. - Fix issue where the world can be inverted in mortal form. - Enable new wretch lure strategy in level 2.






Credits:
AJ Newman ( LittleBlackDog / https://twitter.com/ashenwater )
Cody Malach ( Loveschach / https://twitter.com/ExtensiveDocs )
Proto ( protowlf / https://twitter.com/protowlf )
Ronn LeFeuvre ( Ronn Fever / https://twitter.com/RonnFever )
Playable on Windows
(Please download v2 with bug fixes. Thanks!)
| Source UE4 Project | https://github.com/drspud/TenSecondGhost |
| Original URL | https://ldjam.com/events/ludum-dare/51/intomb |
Ratings
| Overall | 36th | 4.244⭐ | 47🧑⚖️ |
| Fun | 81th | 4.089⭐ | 47🧑⚖️ |
| Innovation | 79th | 4.033⭐ | 47🧑⚖️ |
| Theme | 211th | 4.057⭐ | 46🧑⚖️ |
| Graphics | 98th | 4.378⭐ | 47🧑⚖️ |
| Audio | 88th | 4.045⭐ | 46🧑⚖️ |
| Mood | 58th | 4.239⭐ | 46🧑⚖️ |
| Given | 72🗳️ | 70🗨️ |
I loved this game, really, one of the few i really wanted to play it to the end.

I'm sure I'm missing something obvious, but any chance I can get a hint? I thought about trying to attract the ghosts to stand on the button for me after I went through the bars, but no dice.
Thank you for the nice comments!
That's what I shouted at my monitor when I finished the game. In all honesty, those ghosts were terrifying. I think if this was a 2d or topdown game, the effect wouldn't be here at all. But with the lack of peripheral vision plus fairly fast ghosts and instant kills, it was kinda scary holding down those buttons. Luckily it wasn't TOO hard and I got away in time for most of the buttons, so it all turned out well in the end.
The puzzles were nice and clean. You could understand almost immediately what you needed to do. The main X-factor was how to handle the ghosts that were going to swarm you after turning mortal. Actually now that I think of it, there was a puzzle where a ghost was hiding behind 2 companion cubes. I put the cube down on a button and I didn't see anything nearby that opened up. I assume it opened up something down the hallway then.
My favorite puzzle was the last one. Partially because it was different than the others, and partially because it happens after an intense section of dodging ghosts and I finally didn't have to worry about them anymore!
Neat game and it must've taken a fair bit of balance work to make a lot of those puzzles so tight. Well done.
The game itself is so polished and well made. Encountered no bugs at all. I like the music and the atmosphere. Very fun puzzles, stressful in a good way. Enjoyed all of it. Great job!
I did end up softlocked in (what I think) was the last level, with the floating platforms :( I died after unlocking the door, but without going in it, and then when I got respawned, it was slightly to the side of the map, and I just fell into the void and died repeatedly. Other than that, it was a great submission!
The controls feel perfect, the implementation of the theme is nice, everything is very clear and the puzzles are well thought and just the right amount of them.
Very strong entry, great job and thanks for the game ✨
It's nice that you added hands and a dot in the middle of the screen to limit FPS induced nausea, but I still was a bit nauseous I admit. I had to limit the framerate so that the game didn't feel too choppy and it was a bit better then.