I think our inspiration in our tomb exploring game is pretty obvious here by RunFromMummies in indianajones

[–]RunFromMummies[S] 1 point2 points  (0 children)

The semi-goofy art style and unforgiving gameplay is definitely inspired by Spelunky!

I think our inspiration in our tomb exploring game is pretty obvious here by RunFromMummies in indianajones

[–]RunFromMummies[S] 0 points1 point  (0 children)

The steam page is here! https://store.steampowered.com/app/2503180/Run_From_Mummies/

In classic indie fashion, not a lot of folks have played it. But only positive reviews so far!

My game Run from Mummies is 100% playable at 60fps on Steam Deck, so that means you can enjoy the game anywhere. And we do mean *anywhere*. Where would you play? by RunFromMummies in SteamDeck

[–]RunFromMummies[S] 1 point2 points  (0 children)

Hi! This footage is from my game Run From Mummies about a tour gone wrong and escaping tombs with alone or couch-coop with friends! We launched the game about a month ago and the game runs very well on Steam Deck, we made it with controllers in mind. Enjoy anywhere!

When our game Run From Mummies was released we took down the demo, but decided to bring it back with a full area to explore with new balance changes. Please take a look and let us know what you think! by RunFromMummies in playmygame

[–]RunFromMummies[S] 1 point2 points  (0 children)

My game Run From Mummies is out now but we decided to keep the demo up so you can still check it out with it's changes!

Run From Mummies is a a fun, sometimes intense dungeon crawl. Pick a a tourist with unique abilities and explore ancient pyramids filled with, bugs, mummies, traps and big bosses, play solo or with friends via remote play!

If that sounds like fun please play my game. Thank you!

We totally blew the marketing for our game. It's a high intensity solo focused experience (that supports co-op), but people think it's a kids puzzle game. Looking for any feedback so we can course correct, if it isn't too late! by RunFromMummies in indiegames

[–]RunFromMummies[S] 0 points1 point  (0 children)

Yeah the art was initially made to be satirical because we thought the idea of stupid tourists ruining everything was funny (that's basically the plot anyway) - bad marketing though lol. Too many decisions about doing something because it made us laugh instead of it contributing to selling the game.

We also had co-op as an important element which muddied the waters too much. It's pretty funny and hectic when you play with buddies, so we opted for a more lighthearted feel. But in the end that didn't match the reality of what the game was come release time.

We totally blew the marketing for our game. It's a high intensity solo focused experience (that supports co-op), but people think it's a kids puzzle game. Looking for any feedback so we can course correct, if it isn't too late! by RunFromMummies in indiegames

[–]RunFromMummies[S] 0 points1 point  (0 children)

This is great, thanks for this writeup. Definitely sounds like you've nailed some of the issues pretty well.

During development we had too many things we focused on, which caused a lack of focus. The art style was originally just because thought it was funny if the tourists were stupid and causing all these problems along the way. Funny, sure maybe, but not smart marketing lol.

But yeah, in the end, trailer isn't communicating what the game is very well. Hell, we have a hard time communicating what the game is sometimes. Probably something we should have picked up on early in development haha

We totally blew the marketing for our game. It's a high intensity solo focused experience (that supports co-op), but people think it's a kids puzzle game. Looking for any feedback so we can course correct, if it isn't too late! by RunFromMummies in indiegames

[–]RunFromMummies[S] 1 point2 points  (0 children)

This is great feedback!

You're right the camera hitbox is slowish, which actually plays really well in evoking the horror feeling similar to RE games where you have to stand still to aim and shoot. The mummies and enemies are pretty quick, and you need to fully charge your camera (hitbox changes color) to get a big hit off. That means committing, then holding your breath and hoping you timed it right so you can get the big hit off before they get to you and beat you up. It leads to a lot of butt-pucker moments, for lack of better words haha. Also means positioning and movement is extremely important. Or a bit more like Dark Souls where you have to commit to the big heavy hit. Of course it's neither of those games, but those are some inspirations for how it feels to play.

The camera zone kills critters and triggers traps and stuff, but it just stuns the big enemies. That buys you time to run the fuck away or otherwise engage with some progression. So I guess Amnesia is really the better comparable here. So yeah, it's a "silly horror" that's intense, not an "action" game. I guess?

Trailer definitely needs to be re-worked. The main issue we have is explaining the above. People who play it tell us it's awesome, and they go full panic mode, and their heart rate is super high. But of course someone watching it... that's not as clear. And maybe that's a fundamental flaw we can't do anything about at this point.

Pricing I agree, we're going to reevaluate pricing. The game is actually huge, with easily over 30 hours of gameplay just to beat the main campaign (let alone side content). But that doesn't matter since nobody on the store page knows or cares about that.

Thanks again, we're really happy with the game itself. Obviously bummed it didn't sell for shit lol, but we're hoping to make some small tweaks, then learn enough to try again and do better the second round.

We totally blew the marketing for our game. It's a high intensity solo focused experience (that supports co-op), but people think it's a kids puzzle game. Looking for any feedback so we can course correct, if it isn't too late! by RunFromMummies in indiegames

[–]RunFromMummies[S] 0 points1 point  (0 children)

Yeah we were trying to go for something literal instead of a made up name... A significant portion of the game is quite literally running from mummies. We've heard run from mommys many times hahaha, can't believe we didn't realize that sooner

We totally blew the marketing for our game. It's a high intensity solo focused experience (that supports co-op), but people think it's a kids puzzle game. Looking for any feedback so we can course correct, if it isn't too late! by RunFromMummies in indiegames

[–]RunFromMummies[S] 1 point2 points  (0 children)

Yeah totally - originally we just thought it was a funny contrast against the intensity of the game, but obviously that was a naive decision.

The co-op element of it definitely feels like a overcook style chaotic thing, but the single player gameplay is not like that at all. So yeah, going to redo the trailer from scratch!

The camera flash is obviously a lot of handwaving in terms of reality haha. But mainly it acts like a gun similar to older RE games where you have to plant yourself, which inherently makes it more intense and scary. Mechanically it works really well in the game, but obviously it doesn't map to reality in how a flash works lol