Amulet of Qayin by Maytch

[raw]
made by Maytch for LD 43 (JAM)

Amulet of Qayin is a top down action adventure, heavily inspired by the Legend of Zelda Series. The protagonist is on a quest to rescue a princess that was sealed away in a dungeon full of monsters. Besides his staff, he also makes use of a unique power. Sacrificing the unconscious monsters into essence and materializing it as amulets that allows the bearer to use the powers of the former owner. But only one such amulet can be used at any given time.

AmuletofQayinGameplay.gif

How to play:

Traverse the dungeon, solve puzzles, slay monsters and make your way to the cell, where the princess is held captive. Use the amulet powers to aid your quest.

Keyboard Controls

X - Attack/Confirm Menu choices

Z/Y - Turn to Amulet

A - Sprint (if the right Amulet is equipped)

Credits:

Programming: @Maytch​

Pixelart: @Zugai89​

Music and Sounds: @davekingcool​

*Fixed softlock bug preventing player from being locked in a room, moving enemy from room 13 to room 12.

Ratings

Overall 209th 3.792⭐ 50🧑‍⚖️
Fun 315th 3.521⭐ 50🧑‍⚖️
Innovation 506th 3.167⭐ 50🧑‍⚖️
Theme 440th 3.583⭐ 50🧑‍⚖️
Graphics 110th 4.296⭐ 51🧑‍⚖️
Audio 240th 3.553⭐ 49🧑‍⚖️
Mood 282th 3.617⭐ 49🧑‍⚖️
Given 76🗳️ 50🗨️

Feedback

JustWall Games
04. Dec 2018 · 01:42 UTC
Hey there - This is an excellent entry. It's got a lot of room and a bunch of cool puzzles. Fantastic job. I really enjoyed playing this!
Baptiste Guerin
04. Dec 2018 · 08:56 UTC
Very cool graphics but I don't understqnd all of the control and the feedback of these
jcroisant
04. Dec 2018 · 09:04 UTC
Lovely artwork, music, and sound. The gameplay is not very innovative, but the powers system is a novel addition that works well. Decent puzzle design. Of course, if there were more time in the jam, I'd love to see more levels. All aspects of the game fit together into a coherent and polished whole, which is quite an accomplishment. Very nice submission!

P.S. The credits gave me a real laugh.
albatross_wirehead
04. Dec 2018 · 09:23 UTC
Very high quality entry, sound/gfx/level design are very cool, well done everyone. The ending gave me a laugh :D
isaque-picao-sanches
04. Dec 2018 · 10:42 UTC
love the whole aesthetic
congratz :D
Zugai89
04. Dec 2018 · 13:29 UTC
@baptiste-guerin we wanted to implement some visual feedback for the "sacrifice"/"turn to amulet" action, even if there was no mob around (the white cloud you see in the title screen) but with the time level design took up towards the end, it was not possible anymore :D
Baptiste Guerin
04. Dec 2018 · 13:34 UTC
Yeah I know it's difficult, this is still a good work :)
Dorukh
04. Dec 2018 · 21:38 UTC
Very fun zelda esque game. Sacrificing mechanic works well. The graphics are really cute. I like them a lot, I especially liked how you guys manage to pull that kind of cute graphics with a sacrifice theme. :)
sadsmile
04. Dec 2018 · 21:40 UTC
As @justwall-games said: This game has a lot of potential! pretty great stuff!

The only thing i "really" disliked was the room with the 2 pressure plates and the wall trigger. That damn minotaur always died next to a wall so i couldn't put him on the trigger :(
Rasmus Clausen
04. Dec 2018 · 21:47 UTC
interessting mechanic having to knock out the minotaur, to then use it. I like the art style. would be nice if I could walk back into a room without it resetting
Ilseroth
04. Dec 2018 · 21:50 UTC
It's odd, but I feel like I should like this more then I do. Something about it just feels off. I mean, the puzzles are fine and work pretty well, the art and sound is pretty good... But for some reasons I just... didn't get into it as much as I really should. I love zelda style games but something just felt wrong. Oh well. It seems like a solid entry, not sure why it didn't work on me.
Toge
04. Dec 2018 · 22:07 UTC
Really nice pixel art! Good job with the dungeon tileset (tough perspective, I think!). Loved the puzzles and the level of polish in this one. Music was fine, got a bit repetitive in the long run but good job anyway!
Zugai89
04. Dec 2018 · 22:10 UTC
@dorukh: thank you :D

@sadsmile: yeah, I had issues with that too, but that could also be part of the challenge ^^

@rasmus-clausen: we planned to save roomstate to some degree (after completing the puzzles), but it did not quite work out in the timeframe :D

@ilseroth maybe the narrative part is a bit lacking, you're just "thrown in" no explanations, no buildup, and such. Please tell us, if you find out what we're lacking^^
Zugai89
04. Dec 2018 · 22:13 UTC
@toge: thanks for checking it out :D Do you two by any chance have twitter, I'd love to see more of your stuff^^ And yeah, it was a bit tough, I practiced a bit before the LD started, breaking down those kind of tilesets into individual elements :D
Toge
04. Dec 2018 · 22:24 UTC
@zugai89 Arto is quite active with it https://twitter.com/arzi42 , but I... no. Guess I'm wasting my life away with work so I rarely have time/energy for personal projects and twitters :P
Budark
05. Dec 2018 · 00:22 UTC
Nice graphics !! and mechanics
Caveman54
05. Dec 2018 · 00:34 UTC
Good luck
Caveman54
05. Dec 2018 · 00:34 UTC
Very fun
Maruki
05. Dec 2018 · 00:44 UTC
That's quite an almost perfect execution of the theme! Pixel art was on point (the light reflections on the walls were really well done, imo). I just felt that the sound made the game's mood a bit more sinister than it should - maybe. Great entry anyways!
James Dunlap
05. Dec 2018 · 00:47 UTC
Fun game and well done for the time constraints. I enjoyed the music, the graphics, and the puzzles. At first, I was confused that the heart came back every time I left and reentered the second screen, but then I realized that you needed a way to reset the puzzles. Nice, enjoyable entry.
Zugai89
05. Dec 2018 · 01:02 UTC
@maruki, @james-dunlap: thanks for checking it out :D
Julian Creutz
05. Dec 2018 · 13:02 UTC
Wow! Great concept, great fun! I like it.
Auraman
05. Dec 2018 · 13:19 UTC
Some really good level design out there and the art really sent me back to the SNES era and the old Zelda games.
I'd say this is one of the best entries I've seen so far, good puzzles and good ideas.
The loop used for the music tho was too short in my opinion. As good as it is, it gets quickly a bit annoying, which is sad because the loop was well executed and the music well made :/
The player might have been a little bit faster.
Anyway, I really liked the game, good job guys :D !
Zugai89
05. Dec 2018 · 16:31 UTC
@auraman: thanks a lot for the praise :D
Daniel_Abeleira
05. Dec 2018 · 17:16 UTC
Cool game! Good job :thumbsup:
Vincent Blot
05. Dec 2018 · 17:24 UTC
Damn I felt like playing of my Gameboy haha, nice graphics and sounds !
ROBOWARRIOR1982
05. Dec 2018 · 17:39 UTC
Cool zelda like, graphics are cute, sound is good, really nice.
sodaraptor
06. Dec 2018 · 04:02 UTC
Nice little game, reminded me a lot of oldschool LoZ, especially the puzzle aspect.

Some things I wasn't a big fan of were the attack range, as sometimes it felt like the minotaur still managed to get a hit on me even as I swung. The choice of keys to use for controls were a little strange, such as Z and Y to sacrifice, X to attack, etc. I encountered an issue every so often where I would reenter a room and get stuck inside the minotaur and take damage until I died.

Overall I really liked the aesthetic and mood of the game. With some more polish you could easily expand on the concept and make a full experience!
Sargonius
06. Dec 2018 · 12:41 UTC
Great visuals!
Pavocado
06. Dec 2018 · 12:46 UTC
This is a perfect interpretation of the theme! I love everything about this: the art, the puzzle mechanics, the cute lil minotaur! I kinda wish there was a restart mechanic (I didn't notice one anyway), as sometimes I'd sacrifice the minotaur out of habit and get stuck ;[
Zugai89
06. Dec 2018 · 13:22 UTC
@sodaraptor: yeah, there is potential to improve the combat a bit. Same goes for the controls. WASD movement is so ingrained in people's muscle memory, that it would make more sense to put misc stuff like attack etc. on arrow keys, or for example IJKL. The Z/Y alternative was my suggestion to also enable QWERTZ keyboard users (like myself) to play the game "properly". I've never got stuck "inside" an enemy. Is that specific to a certain room?
@pavocado: no restart mechanic, only resetting the rooms by leaving and reentering. Are any rooms still prone to "softlock? (eg. you can get in, but not out, after sacrificing the mobs in the wrong order)
Pedro Rosa
06. Dec 2018 · 22:47 UTC
the graphics are really cool and some of the puzzles are really interesting. It was difficult for me to see the range of my sword on such a small window.
christina-antoinette-neofotistou
07. Dec 2018 · 00:01 UTC
Such a fun idea! And fantastic presentation! Kudos!!
Zugai89
07. Dec 2018 · 12:51 UTC
@christina-antoinette-neofotistou: such praise coming from you, means a lot, thank you :D
christina-antoinette-neofotistou
07. Dec 2018 · 12:55 UTC
@zugai89 but just look at it :D <3
Tintreiro
07. Dec 2018 · 19:07 UTC
Beautiful Sprites **------** and excellent OST and History.
Busy Games
08. Dec 2018 · 15:41 UTC
This was really good, I enjoyed playing this.
Pennycook
16. Dec 2018 · 05:11 UTC
Great job! Everything about this is really polished, and the smooth transition between rooms is a particularly nice touch.

My only suggestion is to give the player more ways to recover health. I made some mistakes early on during my playthrough that left me with very little health, and I died shortly after getting the key.
Zugai89
16. Dec 2018 · 16:55 UTC
@pennycook thanks for the feedback :D

We had plans for a longer dungeon with more rooms, puzzles and of course pots to regain health, but could not fully execute this concept on the last day, since implementation via "Tiled" did not work out on day one and the rooms still had to be built "in engine" by hand.
koocachookies
22. Dec 2018 · 11:12 UTC
Nice job! I love the graphics. The enemies are beautiful <3