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thepyramid
thepyramid
By junber
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Comments
2016-08-30 06:01
Hi, nice game and congratulations ! We're realizing a video with several games of the Ludum Dare #36. We made the same thing at the previous jam.
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.
kai20
2016-08-30 15:43
cool game man it feels polished
last couple of puzzles seem impossible to figure out.
Cool game, even if I'm not smart enough to solve more than 1 puzzle haha
Great game, puzzles were very challenging.
damdoshi
2016-08-30 23:19
The concept is good. The graphics are simple, but bringing raytraced shadows make it great. The first three puzzles are good, I do not know for the others.
There is no music ingame. But I can see files in your music directory, and they are pretty good.
I do not know if my machine is the reason, but your game is very very slow. On SDL1.2, alpha treatment can be intensive, but with that resolution, even with raytraced shadows, it should not be that slow. On SDL2, if you are on GPU, it should be really fast.
Do you have programed a real time loop?
I would love to end your game, but with that speed... : /
Nice entry! Really liked the graphics with the dust particles. Game felt very polished for a 72h game.
Small nitpick: It's a good idea to name your folder something else than generic words like "Release". For people who download a lot of LD games this could be a bit inconvenient.
game makes no sence, nice consept tho. but i just didnt understand what to do.
junber
2016-08-31 00:43
@Damdoshi Thanks. I'm sorry that the game runs so poorly for you. This is the first time I made this kind of shadow system and it isnt really raycasting but the first thing I came up with (not completely unlike raycasting). If you really want to finish the game you can turn of shadows in the menu by setting "Darkness" to "Bright". As to why there is no music: I guess it was missing a dll file. Could you download it again to comfirm it works now?
@Decentsauce Thanks. Fixed the name
damdoshi
2016-08-31 09:34
The music works now. I have end your game. The final puzzle was okay too. Good job. I like your game.
Having an invincible nemesis like Anubis is pretty stressful, I think it was really a good idea to put this in the game. Even if he is not really dangerous if you pay attention, it creates a wonderful mood.
Awesome game! The puzzles are really good, the music is very good and the lighting and the thing following you around give it a very good mood. The only problem I had is that the game crashed after a while, but the game itself is great!
The game looks good, and the music as great, but for some reason I have insane lag when playing this game (could also be because of my computer, of course).
mvasko2
2016-08-31 11:35
I didn't finish the game, I simply walked around a bit, being amazed at how nice it looks and how spooky it feels. Howewer, I too experienced performance issues with the fancy lighting turned on.
When I set it to bright, it finally felt smooth and nice to play, though, frankly, it didn't look very good. The effects added so, so much to the look. It's a shame it doesn't perform well enough to play properly.
You also made me feel stupid (I don't mean that in a wrong way, that's actually a very good thing in games with puzzles), I couldn't solve any of the puzzles I encountered, though I hope I could if I spent more time on it :)
It would also be nice to be able to play it fullscreen, it would probably enhance the spooky atmosphere even more.
I'm adding this to my "play again" list, great job!
P.S. Kudos for going the hard way and using SDL with C++. This game would be impressive enough if done in, say, Unity - this way you've earned imaginary bonus points from me :)
brunurd
2016-08-31 11:55
I like this kind of game, a misterious Hotline Miami, I just don't get the Kojima thing
junber
2016-08-31 14:02
@mvasko2 Thanks. I'm working on a Post-Jam version that improves the performance. I could notify you when it is ready.
Nice game, puzzles are challenging, it's fun and it's satisfying! Art style is pretty cool, and the background music also :)
Keep up the good work! I really like the game (even though I haven't finished it :P)
igorfel
2016-09-01 00:42
Great work, simple but a really good game, the puzzles are challenging in the way i enjoy. That death sound made me jump sometimes hahah
Would be great to put "scarommeter" to make the player act diferently when some enemy is close to him, even a run mode
depp
2016-09-01 13:06
Love the look and atmosphere. I can't figure out the puzzles at all, I can't even figure out how to interact with them (I see four boxes... but nothing I do has any effect).
Congrats on going old-school with SDL. Most game jam games made with SDL do not have anywhere near this level of polish to them.
junber
2016-09-01 13:40
@Dietrich Epp Thanks for the feedabck. You have to use the mouse for puzzles. Maybe saying close-ups instead of puzzles in the controls wasnt the best idea. Should be improved now.
glokon
2016-09-01 14:25
The game feels finished, the music is amazing it fits perfectly into the game and sets the atmosphere for it, well done.
Very nice and atmospheric, love the music!
I enjoyed the game. It could have been more polished, but the core is interesting enough to be enjoyable. I found the pyramid puzzle confusing, until I walked around and found the helpful NPC who pointed me to the solution, oh well. ^^'
(gotta admit, though, these Egyptians were pretty smart, knowing how many years before Christ their pyramid has been built; they probably discovered that with their ancient technology or whatnot)
Among the things I'd like is probably a wider torch range. As it is now, if you pointed the torch in all 8 possible directions, there would be quite a few blind spots; if the cone had an angle of, I dunno, 60 degrees (45 minimum) that wouldn't be a problem, I think. Alternately, make the torch follow the light, giving full 360 degrees no matter the cone width.
Oh, also, when I reached the end screen, the game immediately recognised the "W" key I held down while leaving the pyramid, closing the game, so I had to restart. It was pretty annoying, to say the least. ^^'
n42k
2016-09-02 15:06
Shame that you used SDL and didn't release the source code/made a Linux build! Please do, I will check it later!
This was cool. I liked the flash light. Your assets are well polished. I didn't hear any music. Was there any?
junber
2016-09-02 18:05
@Alphish The torch range was so low mainly for performance reasons. I already made it bigger for the upcoming Post-jam version. I will also try to fix your issue with the ending screen.
@AWOL Yes there should be music... I really dont know why it didnt work for you as it seems fine for most other people. Did you maybe download the game some days ago? Because at some point a required DLL wasnt included. If that should be the case just redownload the game.
msaul
2016-09-03 08:12
I didn't succeed at all with the normal visibility. I die so many time and I don't see the first trigger in wood. I put it on bright to be able to play it correctly, but yeah that was too bright :D.
My respect on doing it with SDL. Next time you should try to use something less hard. Or may be you want some practice with it. If it's not the case try love2d, I did my first ld game with C++/SFML and it really worth the switch (for ld at least). I think you can have a wonderfull game with it.
I got the music, nice one btw. Simple but fit the great atmosphere of this game.
Average puzzles and good game overall (Great game, luv it lol! ^^)
narkhos
2016-09-03 10:11
You should make it possible to use space to quit puzzle mode.
The controle mapping currently force the player to switch between and keyboard for solving puzzles so it's imperative to have a fluid transition in both ways.
Steps are not synchronized with the speed of the hero. He seems to slide rather than walk.
It's a little to dark for playing during the day (even if I push the screen brightness to is max), especially if the player screen contain bright things in the background. You should consider a fullscreen mode.
Nice torche effect, atmosphere and puzzles.
Keep the good work !
The graphics are bit simple, but atmosphere and music are well done. I don't understand some puzzles, but I suppose it's my fault.
diptoman
2016-09-03 23:32
I think the mouse to interact might be misleading when you're not using the mouse for anything else (specifically mouse look). It took me a while to figure out how to even interact (before coming abck here and reading teh descr.). Otherwise, decent submission! Lags a lot on my machine, which kind of ruined it for me. :<
sdfgeoff
2016-09-04 10:29
I loved the atmosphere of the game. It really had a cool feel. I found the controls slow to use personally, so maybe there could be some improvement made there?
junber
2016-09-04 13:49
@stefvanschie @mvasko2 Performance should be a lot better now in the Post-jam version
@sdfgeoff The cintrols probably just felt slow for you because of performance issues. This should be better in the Post-Jam version
@Alphish The light cast by the player is now bigger and the end screen should no longer finish from previous input
narkhos
2016-09-04 22:14
Just played the post-jam version and it's a pleasure not playing in slow motion.
thanks for the update :)
mvasko2
2016-09-05 11:30
I too have just played the post-jam version - it plays so much better now, finally it's properly spooky, it reminds me of Fiend (one of the first games from Frictional Games, still a great one, can recommend).
Just a tiny nitpick that I've noticed now - when I press Esc in the menu, I think it should resume the game, not quit it. That's the way it works in 90% of the games I know, and this concept got into my muscle memory (and I bet I'm not alone).
Thanks for the update, I hope there are more to come ;)