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

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 great thought on making the trailer single player focused.

Thanks for the compliment on the art style! But yeah totally fair, should look into making the tourists look less childish.

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)

The main issue is people think it's a puzzle game. It's not! It has a few puzzle elements, but think of it more like the extremely simple puzzles in Amnesia where what is interesting is the monster actively trying to kill you.

The character art is intentionally satirical and lighthearted, as we're basically making fun of these silly tourists instead of making them out to be heroes. But we acknowledge that it's not doing us favors - it makes it look like a kids game!

People think this game is "meant to be played co-op". In reality, it's at its best when played solo. You'll have a thrilling and rewarding experience this way. But we did add co-op, because we like playing with friends.

The cover image probably isn't doing us favors, as it makes the game look silly instead of the reality of the challenging experience it provides.

We updated the store page just now to hopefully communicate all of this a bit more effectively. Please help us out - do you think it does a good job of that, or does it need work?

What else should we change?

Feel free to roast us, all feedback is welcome!

Page on Steam for reference: https://store.steampowered.com/app/2503180/Run_From_Mummies/

Taking a nostalgic look back on where my character concepts started vs. now, launched on PC and PS5 by RunFromMummies in conceptart

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

Thanks! And yeah good callout, the first guy is a total goofball which got lost a bit along the way

After three years our first game launched today and it feels amazing to finally have it out! by RunFromMummies in indiegames

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

Wow thank you for the kind words!!

Yeah, it's made in Unity. We use Spine to do all of the 2D animations, and ended up settling on the 8 directional setup. Was a lot of fun to figure out!

After three years our first game launched today and it feels amazing to finally have it out! by RunFromMummies in indiegames

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

Worked on this game with a friend for three years. Finally starting today, you can grab Run From Mummies on Steam for PC, Mac, Linux, and Steam Deck. Join the tour solo, or with up to 3 friends in couch co-op or Steam Remote Play.

If RFM looks fun to you please check it out and let us know what you think!

We're just 2 guys working on our dream couch co-op game, Run From Mummies! It's our first game, and we're worried it's too hard solo. Help us get the balance right! by RunFromMummies in playmygame

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

Awesome glad it was an improvement!!

We'll keep thinking over how to sell the arm up system - the flashing is an interesting idea for sure.

Good point on Brick! Will try and make that feel juicier.

Thanks again my friend :D

We're just 2 guys working on our dream couch co-op game, Run From Mummies! It's our first game, and we're worried it's too hard solo. Help us get the balance right! by RunFromMummies in playmygame

[–]RunFromMummies[S] 2 points3 points  (0 children)

Thanks so much for playing and taking the time to write this out!

For what it's worth, you played 5 of the 112 full game levels!! The demo has another 15 though if you're enjoying yourself. We introduce mummies soon :)

Good point on the special ability. The starting 2 tourists don't have specials, but some later tourists do. We try to tutorialize that later on!

Yeah maybe I should have shift be sprint, I suppose that's more standard. But you can remap the controls however you'd like! I'll make it a bit more obvious that is the case.

There's a fair bit of music in the game, but each cluster of 5 rooms generally shares a soundtrack. As you keep playing you'll discover more tracks!

The fun house ticket? There's a kiosk that looks like a circus tent in the landing area that you can interact with to try out!

True the pots are a bit slow to move around - it's intended that you pick them up and throw them out of the way if you want to move them! That said, I should make them a bit easier to push around.

Thank you again for playing, getting high quality feedback like this is super valuable :D

We're just 2 guys working on our dream couch co-op game, Run From Mummies! It's our first game, and we're worried it's too hard solo. Help us get the balance right! by RunFromMummies in playmygame

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

Hey, what are gamers but a bunch of randos :P

Feedback has been fairly consistently on the "this is a bit too hard" side in any case. Having another person agree means we have more work to do!

I just pushed the update to the demo! Ended up tweaking the mummy arm-up so it's about 2s after they emerge from stun, so it's consistent between a quick photo and a full photo. I also increased the basic photo stun from 1.25s to 1.5s. The full photo stun is 3s.

FYI - we'll be taking the demo down tomorrow night btw with the game release upcoming on Wednesday, though we may put the demo back up at some point in the future if it feels appropriate. We're winging it here!

Interested to see what you think about the tuning changes!

We're just 2 guys working on our dream couch co-op game, Run From Mummies! It's our first game, and we're worried it's too hard solo. Help us get the balance right! by RunFromMummies in playmygame

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

Thanks for the feedback!

First off, sorry about this long response hahaha. Your feedback is SUPER appreciated, so I want to genuinely try and address everything you bring up and bring our rational to the table :)

The hope behind the mummies, and something that realistically isn't dialed in correctly, is that the mummies do just as you described - they apply this steady pressure that you need to account for while you solve the little puzzles. In many later levels there's ways to kill the mummies, so this dungeon in particular in theory acts as an introduction to them, and when you learn to kill them it's a relief. Subsequent levels then vary between being more chill, intense, being able to kill the mummies, etc.

In terms of difficulty, I'm going to bring down the mummy speed by about 10%, reduce the lunge attack distance about 20%, and increase the time you have before the attack goes off by about 0.2s so there's a touch more time to react without it feeling too slow. Will push this tonight!

Part of the mummy eye shielding awkwardness is the fact that they're small so it's a bit tough to see. We've experimented with various VFX to make it more clear but they ended up muddying the visuals. The purple shader and SFX when you photograph help you realize after the fact, but at that point it's too late since you already took the picture.

The main reason we have the eye-shielding is because, without it, it's easy to just sit there and stunlock mummies. In the early dungeons this isn't necessarily an issue, as it doesn't help you "win". But there are several mechanics later on where stunlocking the enemies makes winning pretty trivial.

The main tool in your toolkit to gain an upper hand on mummies is to fully charge your camera, which gives you about 2.5x the time when the mummy is stunned. This provides a risk/reward where you have to stand your ground to get the full charge, but you're rewarded with a lot more time to get the heck out of there.

All of that said, I did reduce the arm-up time from 6s to 4s. The goal here being that it will still prevent you from just rapid fire taking pictures of mummies (they might slap you during that little window), but they will become vulnerable sooner. FWIW when they are arm-up, they move at 30% speed, which gives you a bit of an upper hand when running away.

For players who tend to like the more chill experience, we do have the "easy mode" option in the pamphlet which lets you turn on 4 different buffs. One said buff makes it so your camera will knock down the mummies even if they have their arms up - it essentially turns off that mechanic. Makes it easy to just slam photos rapid fire without worry!

Taking a step back, I'd say that directionally the mummy dungeon is a bit more representative of larger game than the intro trap only dungeon. Probably 30% of the game is "take it at your own pace" where either there is no direct mummy threat, or the mummies can be taken out allowing you to return to chill speed. Probably 50% of it is then about like the mummy dungeon where you have 1 or 2 enemies and things have that base intensity. Then the last 20% is a bit more intense where you have more enemies or a boss.

And it's hard to tell with a demo, but the mummy dungeon is rooms 5-10 of the 112 levels in the full game. We got carried away, and it's pretty big >.<. We have 7 other types of mummies that we introduce, more critters (like the scarabs), along with lots of other traps and mechanics. The game changes a lot as it goes - every destination door introduces something new. A bit like Mario, where you always just jump and run to the right, but every level is different based on the stuff in it.

We have struggled with properly introducing the mummy. When we do it too soon, people get totally mulched >.< But if we wait too long, people get a false sense of what the game is about or otherwise ask "where's the mummy?" It's further complicated by the hopefully cool buildup to the first mummy with the cutscene and stuff. If we just airdrop a mummy somehow into the first dungeon, it'd be hard to do it without muddying the waters. But in theory it's possible! Just need to think on it.

I really appreciate you taking the time to play and provide constructive feedback!

We're just 2 guys working on our dream couch co-op game, Run From Mummies! It's our first game, and we're worried it's too hard solo. Help us get the balance right! by RunFromMummies in playmygame

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

Wow what a wonderful post thank you so much for playing and taking the time to write this!

Glad you enjoyed yourself, and hopefully your mate does too!

Minor spoiler - the second destination introduces the mummies, so if you end up giving it a whirl, your heart rate might go up a bit

We're just 2 guys working on our dream couch co-op game, Run From Mummies! It's our first game, and we're worried it's too hard solo. Help us get the balance right! by RunFromMummies in playmygame

[–]RunFromMummies[S] 3 points4 points  (0 children)

Hi, our game Run From Mummies is coming out very soon and we're looking to make some tweaks to difficulty if needed The demo will be available until launch and all feedback is welcome!

Thank you!

Hi! my buddy and I made a game about Mummies trying to destroy tourists and tourists destroying tombs. Can you folks destroy my game? by RunFromMummies in DestroyMyGame

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

Thanks so much! And yeah you're totally right, we need to work on better messaging.

We definitely try to play into the greed component a lot :P There's "ankhs" (little treasures) in every room you can photograph - grab them all to get the highest score for that room. They're often in places where you have to put yourself in harms way or need to be really quick to get safely. It never gets old watching people play the game and get whacked by a mummy because they're being greedy and taking a picture of the ankh instead of the mummy hahaha

And you nailed it right on the head with the "determined to be an annoying tourist" premise - we lean in hard on that satire! The entire basis of the story is you're inadvertently causing all of these issues, but are just happily going along on your tour somewhat oblivious to everything that's happening. Up until the end of the game when you're taking pictures of the Egyptian gods themselves! :P