Tomb of the Mummy RL by Eldar
Update: Hey folks, since there was some excitement around the visuals and mechanics of the game, and it was pretty easy to win, I decided to add a Hard mode. You can play both versions from itch.io page, or download the exact version made during the jam, if you'd like to rate it. However, at this point I already have enough ratings in each category, so I'd rather you just enjoy the post-jam version :)
Having died millenia ago, all you wanted was to rest for eternity in your cozy tomb. But nah, every few centuries these pesky adventurers must invade your private space and try to snatch some artifacts. Over and over and over. You could almost call it... a loop? Guess you gotta wake up and dispatch of them.

| Youtube | https://github.com/eldarbogdanov/tomb-of-the-mummy-rl |
| Youtube | https://ostr.itch.io/tomb-of-the-mummy-rl |
| Original URL | https://ldjam.com/events/ludum-dare/47/tomb-of-the-mummy-rl |
Ratings
| Overall | 213th | 3.582⭐ | 63🧑⚖️ |
| Fun | 191th | 3.557⭐ | 63🧑⚖️ |
| Innovation | 370th | 3.158⭐ | 62🧑⚖️ |
| Theme | 540th | 2.852⭐ | 63🧑⚖️ |
| Graphics | 274th | 3.516⭐ | 63🧑⚖️ |
| Humor | 248th | 2.755⭐ | 53🧑⚖️ |
| Mood | 264th | 3.267⭐ | 60🧑⚖️ |
| Given | 35🗳️ | 93🗨️ |
Would love to see some animations when casting the spells :D
May try for a higher score later.
@zwodahs Fully agreed, that would make it more fun and comprehensible :) You mentioned "higher" score, which brings me to the question - I don't see anyone's scores on http://www.heroicage.info/tomb-of-the-mummy besides mine, does it mean that results submission doesn't work after all? :( (if you have time and could bring up developer tools, it would show requests under Network; I wonder if the request to heroicage.info gets rejected for one reason or another)
The wind spell feels like poor value to me early on, considering you're giving up one of your two casts of exterminate to get it, but maybe it's more vital later on for crowd control?
High score upload didn't work for me either; network panel says "(failed) net::ERR_CERT_AUTHORITY_INVALID".
@tjm The idea behind the wind was more of an escape mechanism, like if they come from all corridors into your room, you could blind them and hide in the corner. In practice, at least on the current levels, it seems unnecessary - I think it would either take larger crowds, or perhaps ranged enemies to make it useful.
Ah, the dreaded certificate error :| Thanks for the report - I believe I fixed it, seeing some results come in :)
The level generation feels very diverse, the runs felt different.
Explanations and gameplay were clear pretty quickly, altough I do have to say I'm not used to the graphics and my eyes started to hurt after the 3rd run xD I think it was a super fitting choice here though, so props for that!
Great execution of a classic with the theme blending in nicely and interesting procedural generation, I had fun!
@freeworld Do you feel like bigger font, or different font family would have made a difference, or was it the colors, or just ASCII itself?
Hmm I might have to say it was the contrast of the yellow room on the black background. The thing is I like the color choice because I think it fits the tomb really well so I wouldn't want it changed :D Maybe it would already be better if the walls were a different color than the floor...? That's just a guess though.
Great job all around!
The only trouble i had that I did not find any info about reach or effect of the mummies skills. (Maybe I am not used enough to this kind of game.)
But pulling this game of in just 48 is very remarkable.
The idea, the gameplay and the appearance were all solid, but the dialog boxes (introduction, help, etc) didn't match the ascii, monospaced style of the rest of game and broke the immersion slightly for me. It also would have been _much_ nicer if there'd been a way to immediately show the online leaderboards upon submitting my score. It might even have been enough to tempt me to try again for the #1 spot.
Obviously I realise implementing/fixing these things isn't feasible given the 48-hour time limit, but I hope this feedback is of use in future games (or if you ever revisit this one)!
@perfectsquare Yeah I get this odd satisfaction from seeing a green vase as well! :D
@tayo It's not well communicated, but you can see the reach in the description of actions in Help Menu (3 for exterminate, 10 for wind).
@wendel-scardua I had to map the keys myself, but to be fair it's pretty straightforward :)
@squimmy It's my first experience with html/css and making a browser game, so with a lot of these menus I was happy I managed to make them work at all :sweat_smile: Are you referring to the text on the menus not matching the text on the right side (quick help, etc.)? They are both meant to be monospace, although I'm not entirely sure what the underlying framework does to the text on-canvas. Or are you referring to the spacing between chars in menus not being the same as on the map itself?
As for leaderboard, that's a very good point, to be honest I didn't think of it at all :face_palm: I will likely be releasing a new version of this game at some point, and incorporate this into it!
@etrealjunior Sorry, I'm not sure what your are referring to exactly - are you saying that the game should have a video explaining how to play it, or the underlying framework should have a tutorial explaining how to use it, or something else?
The enemies get pretty tough later on. That requires planning about how to visit the vases. Good stuff!
I will freely admit that my hardline stance on visual consistency in roguelikes may be a minority standpoint borne of far too many hours spent playing games like angband and dcss in a terminal.
I like the leader board feature, will have to try to do that in a future jam, it is great being able to compare scores with others.
Really enjoyed this, felt like a rogue-like/stealth game at times. I managed to beat it, but not a great high score, might have to try again ^_^. Having a leaderboard is always great =).
I got a good score, but spent a while hiding in vases =).
Gust of wind is still much weaker than exterminate, but there were a couple of times (mostly in the later levels where the tomb raiders do a lot of damage) that it was better to use gust of wind, just to be safe. It's more of an emergency escape button than something to use regularly, I suppose...
Either way, hard mode is a nice addition to the game!
Could use a bit of sounds, but everything else is great.
Awesome entry overall.
Cheers