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Full The Amulet of AmunRun update
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Repeated intro
Hello everyone !
What changed
- Gameplay
The Amulet of AmunRun changes
Introduction
Time has come for a new update on the state of The Amulet of AmunRuuUUUN. I will split this post in 2 parts: The first one will be general and without spoilers and the second part will dive a bit further in the details of the first part, but with spoilers this time. I am doing so to offer the possibility to whoever would like to, to keep track of the development of the game without discovering parts of the game and maintain as much mystery as possible.
Stone after stone towards the light at the end of the tunnel
The pyramid has grown quite well in the last months. We are now having 20 different enigmas & challenges spread in around 10 different rooms and corridors. 4 iconic moments have been implemented (think the boulder run of the demo that is, for people born in the previous century like me, extremely iconic of the action adventure genre) and (at least) 2 more are to come to complete the epicness of the game.
Developmentwise, I am very happy about the current state, due to additions I have made during these last few months, the game will probably be longer than originally planned but I think (probably) no one will complain about that. So far, I'd estimate the game is nearing 60~70% completion for the development phase. I am starting to plan some internal play tests to begin polishing what has already been done which is a sign of the end approaching.
To conclude the spoilerless part, I'm working hard on developing the game and if you'd like to follow the updates more closely, you can follow me on the Fruits of Yggdrasil Twitter account. If you'd like to support us, please talk about the game and spread the word that the pyramid is soon opening that would help me immensly.
For those leaving the post here, have a nice day and take care ! For the rest, the juicy stuff is coming.
The sand under the rug
Welcome to all of you whose curiosity cannot be contained. I'll be expanding further on the 2 iconic moments that have been implemented.
The first one is ... a maze !
I have been pondering about adding a maze and in what form into the game. For someone like me who's been born in the previous century, a maze is an element that has been present in the action-adventure genre in many different movies and it's been a hallmark of many myths from different places around the world. The tricky thing with a maze is that its goal is to loose anyone who enters it, and from a gameplay perspective, the frustration that comes with being completely lost is not something particularly enjoyable. So I devised the maze with two main properties in mind: first, it must be fun and provide an enjoyable moment by proposing interesting enigmas and challenges or moments (think the very famous "I told you so" that you'll be able to exchange at many points during the maze). Secondly, intensity. I didn't want the maze to be a painfully long experience to start over again every time the player is lost, thus I punctuated it with many checkpoints and kept it relatively short. I am pretty satisfied with the result and hope you'll enjoy losing yourself in the maze and blaming it on your mate. I obviously can't really show pictures of the maze (at least not top view) so here are some things you
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