Uncovering The Mysteries Of The Cursed Tomb by Anson Rutherford
In Uncovering The Mysteries Of The Cursed Tomb you will explore a deep and spooky tomb. Solve puzzles, and try to find the treasure of the tomb, and figure out the secret of the curse of the tomb.
If you get stuck, you can check out this walkthrough!
Ratings
| Overall | 262th | 3.761⭐ | 25🧑⚖️ |
| Fun | 211th | 3.717⭐ | 25🧑⚖️ |
| Innovation | 383th | 3.326⭐ | 25🧑⚖️ |
| Theme | 382th | 3.783⭐ | 25🧑⚖️ |
| Graphics | 408th | 3.717⭐ | 25🧑⚖️ |
| Audio | 264th | 3.609⭐ | 25🧑⚖️ |
| Humor | 442th | 2.778⭐ | 20🧑⚖️ |
| Mood | 183th | 3.977⭐ | 24🧑⚖️ |
| Given | 22🗳️ | 24🗨️ |
The sound effects were good.
Thanks for the nice play
After I passed the fifth room, I quit, but after reading your walkthrough understood that I did that too soon(
Nice exploratory puzzles! I never felt stuck more than the amount that's appropriate in this type of game.
I needed to look at the walkthrough for the final pussle though.
The use of backtracking and finding secrets are secretive.
SHIFT REALLY HELPED A LOT!
The last puzzle isn't the most obvious, but the atmosphere is thick.
Hardcore mode is truly something beyond good and evil!
Sorry i think this circles was optional challenge as target in level with moving platforms, i just bruteforced it 😅
The looping world is especially enjoyable. I think the music is inappropriate ( Something more atmospheric would, im my humble opinion, do a better job ( e.g https://www.youtube.com/watch?v=sch_ZYInTc8 )).
However, the mouse pointer capture issues (web version) are specially annoying, and no matter how hard I try, I couldn't get rid of them, I finally gave up playing :-(
In short: the mouse pointer gets correctly hidden just after I click "Click here to play", at this point, I'm in game, I can move around, and, in particular, rotate the view left and right by moving the mouse. But shortly after the playing instruction disappear ( at the very first pillar ), the mouse pointer reappears for no obvious reason, and then, I still can rotate the view by moving my mouse horizontally, but the rotation is limited to the horizontal range of the pointer. Which means, when the mouse pointer reaches , say, the right boundary of the screen, I can't rotate the view to the right anymore. In a first-person game, it's extremely inconvenient :-/
edit: I think I found a workaround, by displaying the inventory, and clicking "close pause menu". The mouse pointer disappears and I can freely rotate the view again.

It was a bit laggy at first for me, but after a while the lag was gone. Don't bother fixing it if nobody else complained. I have a potato-pc :)
P.s. OOooh there is a walkthrough! That is a nice service to us all
@civ92 the ghosts are just intended to be an annoyance (they just play a musical sting and "jumpscare" you, too bad they're not all that scary), and to give a sense of increased threat. The "curse" mechanic and the increasing ghost spawns was a pretty late addition (I'll take all the blame for that lol), but the intent was to allow the player to exchange risk for better hints, as an almost in-game walkthrough. We didn't want to push the player away from trying to solve the puzzles themselves though, and we also didn't want to frustrate anyone with setbacks, so it's a little underbaked and obscure. In jam games I think it's good to lean away from punishing mechanics but it maybe kept this one feeling a little flat. I think the mechanic could be really interesting in a larger scale puzzle game, or a game with more than just puzzle mechanics. Giving the player increased hints in exchange for increased danger lets players who get stuck on the puzzles or dislike puzzles a way to brute force them by tackling other gameplay challenges, though it's maybe not a great fit for a dedicated puzzle game. It's also another way our game embodies "depths", by falling deeper into the tomb and becoming more cursed, you're seeing more layers of the dungeon peel away. With more environment art or more layers I think this could be really fun, sort of like the dream nail from Hollow Knight that gives you a second lens through which to explore a familiar environment.
@ace17 and anyone else who has had issues with the web player, I'm curious to hear what browser/OS you're on. I've heard from a few other people who had similar issues, and I'm not sure if there are other options we should be using in Godot, or if it's a more fundamental issue with Godot's web player itself.
In any case, there is a Windows build available which should hopefully resolve those issues if they're making the gameplay difficult, or as mentioned you can try pausing and unpausing to recapture the mouse pointer. I can build the game for Mac or Linux as well, but we didn't upload those since we didn't test them ourselves, but if anyone would be interested in confirming their behavior feel free to reach out (though I know getting Godot games to run on Mac without an app id is fraught).