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Temple of Occultation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Playability | #1 | 5.000 | 5.000 |
Cleverness | #1 | 5.000 | 5.000 |
Theme | #1 | 5.000 | 5.000 |
Artistic Style | #1 | 5.000 | 5.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Great job! Feels very fleshed out, good use of themes and I'm a sucker for ancient Egypt. As can happen with these platformers, when making things too tight or walk too slow, you can bounce off edges and makes the experience a bit frustrating. Wasn't a big deal but something to consider for movement/level design.
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
Temple Of Occultation is a puzzle platformer set in ancient Greco-Roman Egypt where alchemy is said to have started. You play as a Roman soldier exploring a mysterious Egyptian temple that holds big secrets!
Puzzle your way through many element-themed levels in the dark recesses of the temple and uncover the secret that the ancients held; a huge part of the game that you could spoil for yourself by reading the game design document, but I won't say it here, but it has to do with the Jam theme!
CONTROLS:
Use mouse to click and interact with start menu
Gameplay controls:
A/D - Move
W - Interact/Use waterskin
S - Pickup/Drop item
Space - Jump
Alternate controls:
Left/Right arrows - Move
Up arrow - Interact/Use waterskin
Down arrow - Pickup/Drop item
Z - Jump
Backspace - Reset level (if you get stuck)
Credits:
All sprites, imagery. music, sound effects, level design, story elements (and the kitchen sink) are by me, Tetragraviton.
Extra Notes
Here is the GDD link for easier access (But it's also in the "download file" link)
https://docs.google.com/document/d/1TBKYRwYvwwxJBZZDfRgRsguL47YeYH8qx2DH2KxJpW4/
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Comments
Nice puzzle platformer! The game really reminds me of fireboy and watergirl, and I like it very much. The puzzle mechanics are easy to understand but still fun to play around with. The shadow levels are also very well executed and brings quite a lot of differences than the normal levels too. It's also very cool. Good job on that!
My slight nitpick is that the character's movement is a bit too slow, especially during jumping. I can't count how many times I jumped but just can't make it to the other side and died. I also softlocked myself in level 11, but I guess that's just an oversight.
Anyway, good job!
How did you softlock yourself in level 11, other than being stuck on the bottom left quadrant as shadow? (in which you can fall to reset or press backspace, which is not a softlock)
What a fun game this is! The puzzles are easy to grasp and very satisfying to solve, reminded me of Portal in that way. Artstyle and music were lovely, I audibly gasped when that one mechanic I won't spoil was introduced about halfway through. What a cool transition effect! I eagerly await the many trials to come in the future!
Great game and nice polish. I loved the water+fire level in which you are told by the game that you are a fool :P
Wow, great job! The graphics and audio are very well done. The puzzles were interesting and you did a good job at slowly building the difficulty and complexity of the puzzles. The shadow world mechanic was a very nice touch. Congrats on a very well polished entry!
Wow, that was super fun! I really liked how you were able to fit in a metroidvania-like game with the alchemy and shadows theme. I had a lot of fun solving the puzzles and the game played really well. Good job!
This was great :)
The game looks good, and I love the music. Didn't expect that shadow world thing, it looks very cool (and the music changes too!) and made sense. Puzzles had quite a few mechanics and felt good.
Only complaint is I thought the walking speed was very slow.
Since I saw you ask about the difficulty : I thought it was well balanced BUT some of the levels felt like you needed to "die and retry" to be able to figure out the solution. I'm fine with that but I think some people dislike that.