Crypted by KallThar
Crypted
You, a puny shameless grave robber, have finally met your doom. On your last... "expedition" you have accidentally awoken an ancient Egyptian god who trapped you in his dungeon with his spell of eternal suffering. Will you be able to free yourself before you fall to the shadows?
... We don't think so.
This project was build with Unreal Engine. All graphics and audio content (except UI Components like buttons etc.) is made with our hands, voices and skills.
We do hope you like it. :smiley:
Our mazes are procedurally generated, so don't hesitate to play multiple times.
Controls: - Movement - WASD - Quit to Main Menu - Q
Ratings
| Overall | 594th | 3.636⭐ | 24🧑⚖️ |
| Fun | 508th | 3.591⭐ | 24🧑⚖️ |
| Innovation | 877th | 3.273⭐ | 24🧑⚖️ |
| Theme | 660th | 3.75⭐ | 24🧑⚖️ |
| Graphics | 527th | 3.864⭐ | 24🧑⚖️ |
| Audio | 219th | 3.87⭐ | 25🧑⚖️ |
| Humor | 352th | 3.405⭐ | 23🧑⚖️ |
| Mood | 311th | 3.864⭐ | 24🧑⚖️ |
| Given | 35🗳️ | 24🗨️ |
Difficulty settings are a nice touch but should be selected before playing, not hidden in Options. The die-to-restart transition could be faster and Ancient Egyptian decoration would add even more to the mood.
It was fun! Good luck bringing your future UE4 file sizes down. *edit: I know how it is because some of my first games were in unreal
I hope we will manage to do something about this issue the next time around (or we may revert back to unity). Sorry for the trouble.
@raptorofaxys Thanks for your feedback ^.^ - did you try the hardest level that is selectable in options? I bet you won't consider it that short after :P
@stellarbeargames Thanks for the feedback! Would you happen to have any general advice on bringing the size down since you encountered the problem before? - I mean some general hint besides "Use google" :D Thanks ^.^
@etrealjunior Thanks for your kind words <3
@moffkalast Haha, it was our first game in UE so we decided to go simple :D turns out it's not so simple to make UE work properly with 2D :D - who would want that, right? :D ... Thanks for the feedback :))
--edit:
To be more precise, going only right might work in the long term, but not in the short term. Meaning if you go only right you will die. But if you keep going right on your subsequent attempts (leaving out the previous dead ends) you will reach the exit eventually. So there shouldn't be a case in which you go only right and make it to the end without a single death.
There are several factors that should work in balance. First parameter is the duration for which the light stays on. Once it goes out, you die. You can replenish your oil with the oil lamps that can be found throughout the dungeon, but they can be only found on the right track towards the finish. Therefore, if you take a bad turn, you are using out too much oil. It is set up so that you should have a bit of oil left when picking up next oil lamp. Therefore, if you spend too much time in a dead end, you should die. This effect might not be as visible in smaller mazes, but should be detectable in the middle difficulty (default) and should be unavoidable and quite annoying in the hardest settings.
Our mazes are procedurally generated and because of that I cannot guarantee that you will die in all the mazes and that neither of them can be done with the right hand strategy right away. However, with trying out all of the difficulties, there should be up to hundreds of thousands mazes and very high percentage of them should confuse you up to the point that you die.
@stellarbeargames tried Godot last time around I was participating in an event like this. Was fun but a bit tiresome when working in a team. We overrode made changes by others from time to time. Thanks for the tip tho' :)