Plunder the tombs of the great Egyptian royal families - now in 3D!!
Ok, yes. It is another 'mummy' game, and the concept had nothing to do with us thinking we could re-use our assets from the first game - particularly when we realised that most of them couldn't be re-used, what with that tricky extra dimension and all...
On with the show...
Fresh from his recent 2D outing, and faced with the likely economic ruin of an oncoming Brexit, our hero has turned a decided shade darker in this, his latest adventure.
Released from his British Museum role due to "re-balancing of human capital", he found an outlet on the black market for the treasure of the great Pharaohs, he sold his Sam Coupé retro computer to fund a trip to Egypt, and he's off, plundering whatever isn't nailed down from the ancient tombs...
Gameplay and rules are similar(ish) to Picoh Mummy:
Cursor keys control direction: forwards, backwards, turn left, turn right
'x' + cursor keys: 'glance' - useful for checking out your surroundings without turning around
Travel round four sides of each 'tomb' to open; the blue path shows where you've already travelled.
For a more immersive experience, we recommend playing in full-screen and with headphones 🎧.
As always, we hope you enjoying playing this game as much as we enjoyed making it! 😊
Thanks for the feedback everyone. we're glad you enjoyed it. We are the first to admit they we are surprised at how spooky/scary pico8 can be! Perhaps it's a case of less is more, and it leaves more to the imagination...
@dw817 - fair point on the map rotation. Without the rotation, however it can be more disorienting in some ways, particularly with similarly-coloured 'tombs'!
Thanks for the feedback!
I agonised over that map... I felt it was too confusing to keep it static, hence it rotating, but at the same time I felt it needed a more sweeping visual cue than you see here, when changing orientation I would have liked to visually 'rotate' it over a few frames each time, instead of it just instantly switching.
But then I kept thinking about having a very brief 'interstitial' sequence in the main view, to better indicate you turning from one view to another.... and the hacked-together engine doesn't lend itself to that at all, and then I wondered about another rewrite (the guts have been rewritten once already), and then it was mid October, hah ha.
In fact it was only last night that I noticed the 'cpu' rate debugger line at the very bottom of the screen was still in the released code. sigh
But, every release sees us learn a little bit more, and the next one we do should be a bit better still.
Good stuff, really appreciate everybody's comments.
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