Tom Braider by Nick Barrash

[raw]
made by Nick Barrash for Ludum Dare 46 (COMPO)

Tom Braider

You are Tom Braider, archaeologist adventurer. Keep your clients alive while guiding them through an ancient ruins filled with dangerous puzzles.

Made with Unity, WebGL build.

Controls are WASD + Space bar.

In addition to feedback, I'd be interested in hearing how far you made it in the comments.

Enjoy! Thanks for playing :cowboy: :cowboy: :cowboy:

TitleSmall.png

GameCropped.png

Ratings

Overall 986th 2.821⭐ 44🧑‍⚖️
Fun 917th 2.702⭐ 44🧑‍⚖️
Innovation 890th 2.8⭐ 42🧑‍⚖️
Theme 701th 3.476⭐ 44🧑‍⚖️
Graphics 1021th 2.188⭐ 42🧑‍⚖️
Audio 802th 1.19⭐ 31🧑‍⚖️
Humor 743th 2.257⭐ 39🧑‍⚖️
Mood 968th 2.392⭐ 39🧑‍⚖️
Given 64🗳️ 45🗨️

Feedback

sirsnowy7
20. Apr 2020 · 02:39 UTC
I like the concept behind the puzzles and such with the follower, but the puzzles and such which I assume to be guess and check were infuriating and sending you back to, from what I played of, the beginning is just annoying and not very fun. I wanted more of the puzzles but it wasn't worth it for the guessing ones.
Quinn_Patrick
20. Apr 2020 · 02:41 UTC
The concept is pretty cool here. Is it just memorization, though? I was a little confused about how I was supposed to make it through safely.
James Gillespie
20. Apr 2020 · 02:44 UTC
Checkpoints would be great, also maybe the ability to heal over time. But I really liked the follower concept
blearn
20. Apr 2020 · 02:46 UTC
It would be more fun if the traps had "tells". Beating it boiled down to memorizing patterns death after death.
Kontroman
20. Apr 2020 · 03:38 UTC
lost a lot of health trying to understand where the trap is
Nikos
20. Apr 2020 · 04:17 UTC
Cool interpretation of the theme. The gameplay was essentially memorization, so I didn't spend much time on it
🎤 Nick Barrash
20. Apr 2020 · 04:27 UTC
Ah, good feedback -- after the "Maze" the puzzles are somewhat less about memorization.

If you'd like to skip through the maze, here are the safe squares (X = fire)
```
...XXXXX
..XX....
..X.....
.....X..
....XX..
XXXXX...
XXXX....
```
(Also the fire doesn't do a ton of damage if you just run straight through a tile or two)
syo
20. Apr 2020 · 05:35 UTC
I knew immediately how to play.
Ch4oticAU
20. Apr 2020 · 06:17 UTC
A pretty intuitive game! After seeing the instructions, I took off with relatively no learning curve. The actual puzzles in the beginning were a little confusing, I almost wish that there was some kind of health replenish "station" or pickup after each section of the beginning. Overall though a great achievement for such a limited amount of time. :) Nice
MickM
20. Apr 2020 · 06:19 UTC
Great little mechanic using the follower to solve puzzles. Concur with other points about having puzzle 'tells' rather than trial and error though.
Good approach overall
lectvs
20. Apr 2020 · 06:25 UTC
As others mentioned, the trial-and-error was a bit frustrating. I thought the controls were nice and I liked the perspective, though!
Ritsuka912
20. Apr 2020 · 16:47 UTC
The mechanic is OKay,but trap makes player really disapoint.
WZQXRYS
20. Apr 2020 · 17:16 UTC
Simple and well made, very solid game.
CooperJKnapp
20. Apr 2020 · 19:01 UTC
Solid game idea here. Wish that there was some way to know going into certain sections where and where I wouldn't die but otherwise wonderful idea.
itsonrandom
20. Apr 2020 · 19:30 UTC
Really nice concept, and the controls were good, felt smooth. Kept standing in the fire, so as others have mentioned, would be a bit more satisfying if there was some way of knowing about the fires before standing in them, maybe just a delay before taking damage? Was good fun though!
Play-Pause-Games
20. Apr 2020 · 19:38 UTC
It could be good but having no checkpoints, sound, or juice really takes away from it
Sergei
20. Apr 2020 · 19:49 UTC
I liked the gameplay and the traps puzzles, so to speak! Tom has a very risky job as far as I can see! Clients should appreciate his efforts! = )
zondarg
20. Apr 2020 · 23:24 UTC
Was a bit hard to know what the traps do - so several restarts needed and playing again (checkpoint would be nice, yeah). I liked the rolling big rock trap! Bit of audio would have been great too. But was fun to play!
Fryer
21. Apr 2020 · 00:15 UTC
The start seemed to be more trial and error than puzzle, but after I got through that I liked the puzzles. At the memory maze I just ran straight through the last part, but then you added a hard mode with insta-death, which I thought was clever, but now I'd have to trial and error it even more because I didn't do it right on easy mode and every bad attempt means death!
Camilo Quintero
21. Apr 2020 · 02:19 UTC
Awesome! Could be nice if the traps had a visual feedback before they do the damage, because it could seem a bit unfair, given the fact that you just don´t know what the traps look like, or add some time before taking damage. Could be nice to give some visual feedback when damaged, like screenshake or something like that. Some art and sound could push it to another level! Great game overall! Congrats! :D
Tudvari
22. Apr 2020 · 05:48 UTC
I got to the boulder, where I quit because I didn't want to go through everything again :D
First of all, I'm not really into "trial-and-error" kind of games, where you must die first, so next time you will know what to do.

But anyway, I enjoyed it as it seems, because I still managed to get to the boulder. Before that, I still did the same path as before, to find out what will be the next puzzle.

But at that point the path back from the entrance was too long. Maybe I wouldn't have quit, if there would have been some kind of checkpoints.

Anyway the mechanics instead is solid puzzle stuff, I like it, but maybe there should be some checkpoints after a while, and maybe some indicators could be a bit better than just pure trial-and-error.

Next time spend time on more polish and some playtesting, because the core is good! Nice entry :slight_smile: