Anubis’ Trial

Team Members

Denitsa Asova

Janna Elghabaty

Omar Khaled

Yinfeng Yu


Trailer

Final Game Version

Compiled version of the game can be found under: https://shayyn20.itch.io/anubis-trial

Source Code found here: https://drive.google.com/file/d/1TtsZsHTA6P_689QgJsLTLyVcAz0i-vpI/view?usp=sharing

Schedule

Milestone 1: Game Idea (09.05.)

Milestone 2: Prototype (23.05.)

Milestone 3: Interim Demo (13.06.)

Milestone 4: Alpha Release (27.06.)

Milestone 5: Playtesting (11.07.)

Milestone 6: Final Release (25.07.)

Gameplay Demonstration



A compiled version of the project can be found under: https://shayyn20.itch.io/anubis-trial

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14 Kommentare

  1. Mykola Morozov sagt:

    Looks interesting; nice idea, as far as I understand, to allow players to both hold the mirror shard to reflect damage and attack without it. A lot of gameplay combinations and variations can come out of this, but it can also hinder the consistency of your game design. It will be interesting to see what you come up with!

  2. Unbekannter Benutzer (ga27tuz) sagt:

    I like the idea of a mythology focused rogue like/lite. I'm fond of the egyptian mythology, since it is pretty underrepresentated in modern media. If you haven't looked at/played Hades, you should definitely do that, since it is a game that has executed a melee rogue like extraordinarily well.

    My main worry with the game is that action rogue likes (especially when relying on melee fighting) rely on well telegraphed attacks, which is imo really hard to do with (low resolution) voxel graphics.

    Also a lot of the points in the game design document leave a lot of questions unanswered, e.g. the weapons. Do you always have all weapons and can switch between them at will? Do you have to decide one weapon at the start of the run? Can you find weapons in the level? How large is the difference between weapons? Is the lance like the sword but with a slightly different hitbox and stats, or do they require a completely different playstyle?

    Also the fight against yourself at the end is a nice supprise, however fighting against a PC (player character) in a PVE game is most of the times not the best experience. Most of the times the reasons for this is that weapons balanced for the player are too fast and not telegraphed enough to be fun to fight against. An easy solution for this could be to not fight against yourself, but a distorted version of yourself. Since Anubis weighing has the purpose to determine how close to the truth the person is, you could have the fight against an "idealized" version of the PC, with a slower but bigger weapon, which would be a good excuse for the boss having a moveset that is more dodgeable.

    Depending on how much you want to focus on designing the boss fights, it might be worth to look at Furi, since they have implemented extremely good top down boss fights.

  3. Unbekannter Benutzer (ge59yey) sagt:

    Using mirror fragments for reflecting projectiles back etc. is very cool. Putting the player in a vulnurable state to be able to complete the level without leaving them helpless can lead to some cool moments.

    The chosen art style is ... not very appealing. I know there are limitations on what kind of art is feasible in the context of this praktikum, however some other sort of stylized art would benefit the Egyptian mythology theme better than Voxels, in my opinion.

    From what I can see a lot of thought has been put into the combat. I would also like to see more ideas about what kind of puzzles can be made using the reflections. Possibly having extra collectibles behind mini light puzzles can be interesting.

  4. Unbekannter Benutzer (ga84daf) sagt:

    I can't wait to see the different weapons and if you can change them "on the fly" and if/how they modify the gameplay.

    Something to consider is that each run might become a bit boring after a while(if only the level design changes/only some collectables)

    A change that could help is to include some items that adds mechanics to weapons/the player, similarly to "Risk of Rain 2".

  5. Unbekannter Benutzer (ge34gah) sagt:

    I really like the idea of a rogue-like game based in a pyramid. I think you can very well use the structure of a pyramid by going up (or down), with a boss fight at top level.

    There is not really an aspect that is my least favorite one but I struggle with the way you use or so to say not use the Egypt mythology. Your game is called Anubis' trial but who is the player? Is he dead and tries to escape? Is she still alive? Does the player have to prove something to get to heaven? Egypt mythology is crazy and fascinating so please give your game/player a bit more background. I think that would really lift your game to the next level. 

    Apart from that I don't have something to criticize and looking forward for outcome. Referring to the comment of Samuel, if you get anything near the concept of Hades I think your game could be outstanding.

  6. Janosch Landvogt sagt:

    1. What is your favorite aspect of the proposed game? Why?
      1. The story and art style(voxels) are two things i like a lot. Designing everything around the pyramid theme with sand, torches, shadows, mummies, labyrinths, traps etc. seems very promising.
    2. What is your least favorite aspect? Why?
      1. The fact that it is an either/or with the fighting and the mirror shards. Seems more hindering than fun, so i would try to combine the mechanics somehow.
    3. Which single change or addition would you suggest to most improve the game?
      1. Trying to bind the light/mirror mechanic into a more active and often used mechanic.
  7. Tim Simecek sagt:

    First of all, your art style is just gorgeous I always liked voxel style graphics and I guess I will always do, but especially by combining it with the egyptian mythology, you made me extremely curious about the look of the final game.


    Probably I misunderstood your game concept partially, but I am afraid that I don't understand whether the focus is set on fighting or the puzzle game aspect, do the monsters spawn until a player managed to solve the riddle or are there just some monsters and after fighting them, the player can solve the riddle without stress? So the part I found least appealing might be the fighting aspect.

    Even though I like the stress added by the monsters, I would prefer fighting them with sunlight and probably not even killing them but just scaring them away for a short time until they start attacking again (solving the riddle could permanently enlight the room and therefore scare them completely out of this room)

  8. Imen Hellali sagt:

    I really love it, when the whole concept idea is based on mythology and ancient believes! 

    My only concern is i personally think you are adding too many opponents, with too many specs, so maybe you can first start with only one example enemy and then extend it to others. 

  9. Tobias Mesmer sagt:

    1. I'm a big fan of the dungeon vibe in an ancient egyptian setting, voxel graphics can also look really amazing if you focus a bit on some light effects to make the dungeon appealing and mysterious.
    2. The rogue-like style might get infuriating if done too difficult.
    3. It might be a cool gameplay mechanic to make the lightbeam able to blind monsters for a short time (and e.g. have them keep on running in one direction while blinded)
  10. Unbekannter Benutzer (ge34yog) sagt:

    Really nice to see some voxel art style, combined with the pyramid setting it will look awesome!

    The weapon tradeoff when picking up the fragment sounds interesting, but depending on the layout and enemy count it may feel like constant monotonous switching between these two states.

    What comes to my mind could be some expert mode collectibles, which drastically change the playstyle for this run. E.g. shard breaks (and respawns) after dropping it multiple times but more reflected damage.

    Also having the player force pick one of a random set is guaranteed to bring something new to the next section, provided enough funny or weird collectible effects are thought of.

  11. Unbekannter Benutzer (ge56nac) sagt:

    I like the story and pyramid setting. You could incorporate many Egyptian gods and mythological beasts into it, that will also look very cool with the voxel art style.

    Using the mirror fragment to reflect damage sounds very powerful.. that could lead to the players just using it to clear all the small mobs without even risking to take damage.

    You could include the finished mirror into the boss fight, so that the light ray burns the enemy or prevents him from doing something.

  12. Clemens Fromm sagt:

    What is your favorite aspect of the proposed game? Why?

    • .I really like the variety in weapons you are planning to offer and I'm looking forward to see how they'll work out ingame. I especially like the concept of being unable to fight while having to carry around the mirror, really mixes up the pace of the game. 

    What is your least favorite aspect? Why?

    • It's unclear to me what exactly the incentive for the player is to do more and more runs other than to play the game itself. Usually rogue-like/lite games have certain things that carry over between runs like permanent upgrades, new weapons or passives. Maybe I missed it in the document but I haven't really seen any mentions of that.

    Which single change/addition would you suggest to most improve the game?

    • Adding some elements that are retained in between runs or a system to change certain modifiers of a run based on things you collected in the previous ones.
  13. Unbekannter Benutzer (ga84suf) sagt:

    I like the core gameplay loop. It's straightforward but still sounds fun.

    I think there are too many weapons and too many attributes to keep track of, both for the player and for you.

    My suggestion is therefore to choose only three weapons (with as much variety as possibe between these), remove attributes like armor, resistances, and health regen and make either attack damage or attack speed fixed per weapon.

  14. Min Ting Luong sagt:

    Nice story background! I find the art style extremely cute. There is not really a least favorite aspect of the game for me. "Once the player has picked up a fragment of the mirror, the player can no longer actively attack but can only reflect the damage using the fragment until the player drops the fragment" I could imagine that this could cause a little bit of frustration, because it feels too restricting. Maybe you can let him switch between his weapon with the mirror.