Petra by vDovah
Petra
Make your way through the puzzles of Petra using pressure plates and precise timing to reach the finish and save the life at the end.
Controls: WASD - Movement

Music - Arabian Night , Stone Ocean. https://www.youtube.com/watch?v=5uhQt9yUYwA
| Youtube | https://drive.google.com/open?id=1mGoENo6uKAp8RHC6FDoSv1LI3T4KySe4 |
| Original URL | https://ldjam.com/events/ludum-dare/46/petra |
Ratings
| Overall | 1675th | 3.295⭐ | 24🧑⚖️ |
| Fun | 1703th | 3.091⭐ | 24🧑⚖️ |
| Innovation | 2081th | 2.81⭐ | 23🧑⚖️ |
| Theme | 2485th | 2.432⭐ | 24🧑⚖️ |
| Graphics | 647th | 4⭐ | 25🧑⚖️ |
| Audio | 821th | 3.405⭐ | 23🧑⚖️ |
| Mood | 962th | 3.523⭐ | 24🧑⚖️ |
| Given | 23🗳️ | 0🗨️ |
The graphics looks cool :)
But the game worked strange for me. It didn't allow me to go into a next room. When I crossed the threshold, it just kept teleporting me back. Maybe I missed something. I tried picking up the water right before crossing - though that that may have something to do with it. But it didn't help. I was permanently stuck in the first room.
I really enjoyed the puzzles and bonus point because it's really hard to make puzzle games in a jam!
As others have stated, the full reset with any mistake was very frustrating. A reset to the beginning of the current room would be much nicer. I made it all the way to the room with the smashers + the swinging axes, but died to an axe and didn't really want to do the whole thing over again so didn't make it to the end.
Overall, nice concept but could use a lot of polish for playability. Good start!
Only thing that is a bit of pity is the way you handled the theme - I feel like it doesn't really fit.
I'm still playing.
Apenas estou deixando esta imagem aqui pois ninguém colocou ela antes, mas creio que deve ser algo que aparece na tela de todo mundo.
I'm just leaving this image here because nobody has put it before, but I think it must be something that appears on everyone's screen.

1 - Mecânicas, Aprendizado e Fluxo:
Achei o primeiro desafio interessante, apesar da obviedade. Infelizmente o jogo me faz repetir apenas a primeira sala (passei ela duas vezes e não tive feedback suficiente para acreditar que seria possível passar a segunda).
Ao meu ver, para melhorar o primeiro desafio, creio que poderia mudar o estilo artístico dos desenhos na pedra em relação aos da parede, quem sabe um objeto esculpido numa alcova na parede seja a pista para o entalhe em baixo relevo na pedra).
A escolha por uma placa de pressão pode permanecer bacana, apesar de uma alavanca talvez ser menos óbvia. A menos que em uma versão futura seja possível surgirem perigos caso aperte muitas placas de pressão (ou tenha tempo na sala para fazer isso, talvez porque cada girada das estátuas leve ao surgimento de algum risco eminente etc).
O giro das estátuas poderia ser mais lento (não muito), para que a gente veja elas rodando. Acho que pode dar um efeito bacana.
Algo está deixando o jogo bastante lento. Já vi jogos feitos em Unreal bastante similares, tanto mais lentos, quanto mais rápidos, deve haver alguma forma de otimizar tudo isso.
Aprender a jogar ficou bastante intuitivo, há feedback sonoro e visual sobre as ações importantes, nesse sentido gostei bastante do game design do projeto.
O fluxo de jogo não demonstrou desafios ou variações que me façam ficar preso a ele por bastante tempo, apenas a (grande) curiosidade em saber quais mais puzzles haveriam sido pensados pelo grupo de produção e se eu conseguiria ou não resolver (como só consegui acessar o primeiro, achei bem simples e de poucos riscos (como ter tempo limite ou ameaças paralelas)).
2 - Gráficos, Áudio e Narrativa:
Os gráficos ficaram muito bons em geral, foi um grande trabalho visual e de iluminação (mesmo com a lentidão atrapalhando bastante a experiência).
Eu apontaria algumas mudanças, ainda assim: a mudança já sugerida sobre a forma como transmite a dica do desafio visual; também a fonte utilizada ao pegar o objeto esférico (creio que poderia ser uma fonte mais própria ao cenário, fica como sugestão para o caso de continuidade do projeto); também acredito que a tela inicial possa ter maior cuidado (aquele botão parece muito de aplicativo, creio que algo próprio ao cenário cairia bem).
O áudio é suficiente, mas não creio que combine totalmente, especialmente em termos de trilha. Creio que pareça mais uma música para uma noite em uma cidade de região similar, não de um clima de tensão, ação ou desafio em uma masmorra; sei que não é criação do produtor, então apenas penso que uma música autoral viria a calhar em caso de continuidade do projeto.
A narrativa não foi o foco até o momento (pensando apenas no conteúdo dentro do jogo). Talvez não ter como eu avançar para o segundo desafio de forma apropriada tenha me impedido de ver mais sobre a narrativa.
3 - Cultura:
O jogo conversa com filmes de ação no estilo exploração de masmorras, especialmente remetendo a algumas civilizações mais antigas.
Ser um jogo do tipo puzzle, mas que demanda exploração do terreno, faz dele uma possibilidade muito bacana do encontro dessas vertentes citadas.
4 - Monetização:
Creio que demandaria otimização, polimento, correções e extensão (tanto narrativa, quanto de jogabilidade); tendo isso suprido, creio que o jogo poderia ser vendido em stores como itch.io ou até mesmo Steam.
1 - Mechanics, Learning and Flow:
I found the first challenge interesting, despite the obviousness. Unfortunately the game makes me repeat only the first room (I passed it twice and I didn't have enough feedback to believe that it would be possible to pass the second one).
In my view, to improve the first challenge, I believe that I could change the artistic style of the drawings on the stone in relation to those on the wall, perhaps an object sculpted in an alcove on the wall is the clue to the low relief carving in the stone).
Choosing a pressure plate can remain cool, although a lever may be less obvious. Unless in a future version it is possible for dangers to arise if you press too many pressure plates (or have time in the room to do this, perhaps because each turn of the statues leads to the appearance of some imminent risk, etc.).
The rotation of the statues could be slower (not much), so that we can see them running. I think it can have a nice effect.
Something is slowing down the game. I've seen games made in Unreal quite similar, the slower, the faster, there must be some way to optimize all of that.
Learning to play was very intuitive, there is audible and visual feedback on the important actions, so I really liked the game design of the project.
The game flow did not show challenges or variations that make me stuck with it for a long time, just the (great) curiosity in knowing which more puzzles would have been thought by the production group and if I could solve it or not (as I only managed to access the first, I found it very simple and with few risks (such as timeouts or parallel threats).
2 - Graphics, Audio and Narrative:
The graphics were very good in general, it was a great visual and lighting work (even with the slow pace that greatly hinders the experience).
I would point out some changes, however: the change already suggested on the way it conveys the visual challenge tip; also the font used when taking the spherical object (I believe it could be a font more appropriate to the scenario, it is a suggestion for the case of project continuity); I also believe that the home screen can be more careful (that button looks very much like an app, I think something specific to the scene would go down well).
The audio is sufficient, but I don't think it matches up, especially in terms of the track. I think it sounds more like a song for a night in a city in a similar region, not a climate of tension, action or challenge in a dungeon; I know it's not the producer's creation, so I just think that an authorial song would come in handy if the project continues.
The narrative was not the focus so far (thinking only about the content within the game). Perhaps having no way to progress to the second challenge properly has prevented me from seeing more about the narrative.
3 - Culture:
The game talks to action movies in the style of dungeon exploration, especially referring to some older civilizations.
Being a puzzle type game, but that demands exploration of the terrain, makes it a very nice possibility to meet these aspects.
4 - Monetization:
I believe it would require optimization, polish, corrections and extension (both narrative and gameplay); having that supplied, I believe the game could be sold in stores like itch.io or even Steam.
To be honest, I didn't pass even the second room (though I know what to do there in second room) because of two major problems - the feedback and relaunch.
First with feedback: I think that there should be something more telling me what I have done. Statues should rotate, some sounds of rotation should be played (instead of just moving the symbols), flour should crack and player should fall down instead of simple relaunch. That will make me understand that I've done something, and in case of second room I would know that I've done something wrong.
Second, let's talk about relaunch after one error. It is too punishing for me, and maybe for many other players. All puzzles are reset, making it frustrating. No one whants to solve already solved puzzle for a third time. It could be fixed easily, like in TLOZ dungeons: all your progress made is saved after relaunch. In fact, this particular reason made me quit without completion of the second room.
I hope this and @gustavo-christino review will help you with further development of Petra. Good luck!
Impressive amount of work for a jam!