Artifact of the Ancients by Omiya Games
Join the archaeologist, Sam, on one heck of a ride as he searches for a mythical lost treasure with his faithful companion, Lucy. You'll flip as you experience the world from different perspectives and Sam's life goes topsy-turvy the further he goes down the rabbit hole.
Created by Omiya Games and Apostrophe (http://ludumdare.com/compo/author/apostrophe/). Character, portal, crate, and spike art by SpaceJase.
This game is funded through Patreon. Many thanks to the following:
Adam R. Vierra
Joshua Jennings
XanderHD
Tommy Pedersen
Jacob Clark
Dev Log:
v0.1 - initial release.
v0.2 - WebGL release. Fixing spelling errors, too.
Created by Omiya Games and Apostrophe (http://ludumdare.com/compo/author/apostrophe/). Character, portal, crate, and spike art by SpaceJase.
This game is funded through Patreon. Many thanks to the following:
Adam R. Vierra
Joshua Jennings
XanderHD
Tommy Pedersen
Jacob Clark
Dev Log:
v0.1 - initial release.
v0.2 - WebGL release. Fixing spelling errors, too.
| Itch.io (WebGL, Windows, Mac, Linux) | https://omiyagames.itch.io/artifacts-of-the-ancients |
| Gamejolt (WebGL, Windows, Mac, Linux) | http://gamejolt.com/games/artifact-of-the-ancients/184344 |
| Newgrounds (WebGL) | http://www.newgrounds.com/portal/view/680481?updated=1472773693 |
| Kongregate (WebGL) | http://www.kongregate.com/games/OmiyaGames/artifact-of-the-ancients |
| Source | https://bitbucket.org/OmiyaGames/ludum-dare-36 |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=20557 |
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.
my suggestions : bg image doesn't fit at all, character walk sfx is some times irritates(may be i tried only in webgl)
Now i am following the game in itch, hope to see more..
Gosh, I am pretty dense! It actually took me until level 5 (the one with the movable ramp) to realize what I was actually doing with the boxes, LOL! Before that, I was all like, "Ooh a box! I wanna push it!" And things would just be magically accessible after pushing them all the way to the walls, but I never stopped to think why. Or I'm sleepy. (Excuses.... :P)
Although looking at it again, I realize now that there were actually faint images of the crates for where they were positioned in the alternate universe. I totally didn't notice them on my first go! Maybe changing the wall colors around the crates, swapping in a line-art version of the crate, or having a less textured background would help the alt-crates stand out better and be more obvious to dumbos like me, hehe!
It might also be nice to have some kind of graphic indicating where the otherwise invisible talk points for Lucy are! I had run past some of these on accident, only noticing something when an "S" over my head appeared and disappeared quickly. I feel like I might be missing out on more entertaining dialog!
Super impressed by the clever mechanics here! Blew my mind--or turned my world upside-down, rather! You're great at thinking outside the boxes! Love Sam's character design too!
Solid stuff. Awesome job. Never stop making games! :)
Music is good, visuals seem polished (although i would recommend some sort of antialiasing). I think the background doesn't fit the game too well, maybe a peace of checkered paper would be cooler! And the flipping effect... One of the first unusual mechanics i've seen here that is well implemented.
The concept is nice. You can certainly stretch it to a bigger game. The graphics are simple, but enough to play.
With a music that developped, having better graphics would really increase the game mood. The character itself is nice, but the environment deserve more.
It is a nice game, a good work.
Great game though, the portal mechanic is really cool!
When pushing boxes I sometimes had to jump over them and then pull them instead of just pushing them onward.. that was because of these little gaps between the boxes and the floor, felt kinda strange. But alltogether the controls worked really well.
Little note: it seems that the level select screen isn't working (atleast in the WebGL version).
just a small remark: since the game controllers are keyboard only, I think that it would have been more ergonomic to be able to use keyboard always for skipping dialogs (sometimes it workek but sometimes I needed to click with mouse)
On the first level with boxes (level 3), the player can easily solve the puzzle simply by trying to advance. After falling into the pit, it's natural to push the box onto the wall (solving the puzzle by accident). The fact that the box's image on the other image is hardly visible only adds to the confusion.
At least, the following level forces the player to understand the mechanic. However, there's no indication of what's going on, and the flipping animation ends up hiding the level transformation and causing (again) confusion.
Then, on level 5, the player is forced to abuse a bug caused by Unity's physics in order to progress. There's no explanation of why the character jumps higher on slopes, nor any indication whatsoever. This is quite different from exploits like Super Smash Bros. Melee's wave dash (http://supersmashbros.wikia.com/wiki/Wavedash) and Towerfall's hyper jump (http://towerfall.tumblr.com/post/101753964326/hyper-jumping-primer), which became part of the metagame (and weren't enforced by the developers).
For reference, the bug can even be reproduced on flat ground, by pressing two jump keys (e.g., spacebar and up) on two following frames. This is way easier to be done by stepping the game execution on the editor.
I apologize if the comment came out harsh, but I hope that you find these remarks helpful. :)
Heh, looks like the block mechanic was not introduced and/or presented very well. Makes sense: despite the fact that it was pitched as the main gimmick of the game, due to its complexity, it was implemented late in development, after a few levels were already finished. Hopefully we'll do a lot better next LDJAM.