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Tomb Service's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| All Judges' Picks | #1 | n/a | n/a |
| Judges' Pick - Best Art Direction | #1 | n/a | n/a |
| Presentation | #5 | 4.333 | 4.333 |
| Impressiveness | #5 | 3.833 | 3.833 |
| Overall | #10 | 3.792 | 3.792 |
| Enjoyment | #15 | 3.417 | 3.417 |
| Creativity | #29 | 3.583 | 3.583 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Tomb Service really shines with its strong art style and atmospheric presentation, including a great intro cutscene. The game is very authentic and well-structured, and has an engaging premise. The platforming controls feel a bit rough and could use more polish, which might frustrate some players. Overall, it’s an engaging experience with great potential once the gameplay is refined.
- "Solid escape room design with engaging puzzles and good use of environmental storytelling. The voice acting and dialogue add real personality, and the lighting creates effective atmosphere throughout the tomb. The back-and-forth between console and rooms creates a feedback loop structure, but not having the objects affected by the console in sight makes it tricky to understand what does what with precision. Art placement and usage works well. This demonstrates strong presentation skills, though the core puzzle communication needs clearer visual or audio cues to guide player understanding. This is a great example of a jam game. The concept is clear, the puzzle design is excellent in that it is pitched at exactly the right difficulty level for a jam game. The audio cues give useful feedback to the player on their actions and the result of their actions: this helped with interacting with the control panel in a meaningful way and learning what did what. The length of this game was also well calibrated for a jam game. It felt full, but not over-long. Some points for improvement would be the following: It halps to have the volume faders affect the sound audibly in real time as they are adjusted. Some games help the player to understand their affect on the game mix by playing example sounds from each category while in the audio settings and adjusting faders. Having a UI type click or smilar on each slider adjustment also helps with this. The scales puzzle can be bypassed: It is possible to get to the artefact on the right platform by jumping via the diagonal scales, without balancing them first. Finally, intelligibility is always a priority in dialogue design. It would be possible to sell the idea of the mummy's voice coming from within the sarcophagus while being less muffled and masked by the reverb. Excellent game, well done! Strong under every point of view: visuals, writing, sound and desing. It was not immediately clear that the voice was coming from the floating ""mummy"". The section with the multiple buttons and levers was probably too complex to be presented all at once and governing 3 different puzzles, I would suggest making the experience more gradual, split the control panel in multiple smaller ones, add a room or two if needed, to improve gameplay flow. The puzzle using ""light"" was great."
Number of team members
6
Please credit all external assets you have used.
3D assets sourced from Unreal Fab Marketplace:
Stylized Egypt:
https://www.fab.com/listings/c935ca3e-dbb1-4b7d-a080-65de129c60bd
Stylized Egypt Textures - RPG Environment:
https://www.fab.com/listings/f00af9e7-8d9e-4c17-af5e-a4477b791034
Font assets sourced from DaFont.com:
"Egypt Axt" by Manfred Klein
https://www.dafont.com/egypt-axt.font
"Dark Shadow" by MJType
https://www.dafont.com/dark-shadow.font
All assets are CC-BY (Creative Commons Attribution License)
What engine or toolset does your game use?
Unreal Engine 5
Please provide a full playthrough YouTube video for your game.
https://youtu.be/iGRcnxYvQIo
Please provide a link to a 30 seconds gameplay YouTube video of your game.
https://youtu.be/gHKKIel-ydg
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Comments
Very fun puzzle game, I managed to eventually figure everything out. The big console with buttons is an interesting way to change the level, even if running back and forth to check what changed can be a bit exhausting.
Platforming does feel easy to mess up sometimes, where it's easy to overshoot or not reach the platform. For a full release there at least should be a way to reduce or remove motion blur, it gets way to blurry for me so I had to not rotate my camera around as much.
I noticed sometimes voice lines wouldn't be heard because the pharaoh moved to a different room. Maybe for a later patch make it as a sound that's able to be heard anyway regardless of NPC anyway.
Other than that, the game is very impressive! I loved the intro cutscene and the voice acting! It gave the game a very charming and humorous feel! Great work to the team!
We are glad you enjoyed playing. :)
That's all really good feedback and we definitely plan to implement some of those things!
Loved the intro cutscene! It's really nice that the pharaoh is voice acted, loved the performance :D The enviroment design is top notch it felt like a I was playing a game I bought from steam. The only critisim I can give is the platforming controls. The movement feels a bit floaty :/ Also I have the attention span of a scarab so it could be nice if there were more hints around. Overall, I liked the game. Hope you work on it after the jam. Great work!
Thank you so much - that's such a compliment! We do intend to continue polishing this up after the jam and your feedback is very appreciated. :)
really good art direction, very much captures the egyptian vibe. the player controller feels a little rough, but the gameplay is still fun.
Thank you so much for taking the time to review us! We appreciate the feedback. We definitely have plans to make the controls and platforming feel a bit smoother once we can update the files. Glad you enjoyed it though!
A pretty enjoyable game that delivers well on its theming and presentation! The intro cutscene is very well done with a lovely art style, but the platforming feels slightly awkward.
Thanks so much for the feedback! We definitely want to continue refining it. Glad you enjoyed it!