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Your time is fleeting. Your fate is sealed. But perhaps knowing when you die can offer some solace. What will you do with the time you have left? 

 


MAATRA: Dying Flame is a narrative puzzle platformer, split between night and day gameplay. 

At night, you explore the temple while solving puzzles, collecting gold and artefacts, and gathering scrolls which, along with keys, can be used to unlock new areas. A ticking timer limits each run; however, black sand found in chests and vases can be used at stations to add time to it. If the timer reaches zero, the run ends and you restart that night. The aim is to explore as much as possible while being able to make it back to the entrance to leave, before the time runs out. 

During the day, the player has 9 hours in the city to take on narrative, choice-based commissions. Each one has its own story, characters, and outcomes. Different days introduce new commissions, each worth a specific amount of time. You cannot do everything, so you must choose carefully. Your choices in the city can directly affect the time in the temple and the game’s overall outcome. 

At the end of each day, you return home to your brother before heading back to the temple. Over time, you learn how to complete the game, leading to multiple possible endings based on your choices and progress. 

 

 

Qalhata is a 19-year-old girl living alone with her sick younger brother, Khafre. For years, she has survived by raiding ancient temples for artefacts and gold, doing whatever it takes to keep them both alive. Suspiciously, right after her father’s death, she was cursed – a condition she believes is now killing her, linked to the same god worshipped in the temple near her town. 

Knowing her time may be limited, Qalhata decides to raid the Temple of Maatra for one last, greater haul – enough to secure her brother’s future before she passes. But unlike the ruins she has faced before, this temple does not behave like the others. 

 

 

Grappler mechanica core movement and puzzle mechanic tool used for traversing through the temple and various interactions. The player can swing across platforms, reach new areas, and solve puzzles by dragging objects such as boulders or attaching to surfaces. The grappler can also interact with elements, such as oil, which can be spread when grappled, or used on mummies to kill them. 

Timer system Upon entering the temple, a 5-minute timer begins. The player can collect sand throughout the environment and deposit it at stations to extend their time (1 sand = 10 seconds). Managing time is essential for deeper exploration and survival.

Puzzles The temple contains a wide variety of puzzles designed to challenge the player. Examples include light-based monuments, flooding dark sand rooms, and oil-based movable platforms. Some puzzles require specific mechanics or environmental interaction to complete. 

Elements - Player can find and use elements within the temple. Certain puzzles require specific elements to progress and cannot be completed without them. For example, light allows passage through certain barriers or solidifies specific objects, enabling progression and new interactions. 

Commissions After leaving the temple, the player has 9 in-game hours to explore the city. Each commission varies in length and reward, and involves spending gold, helping characters, trading, and making narrative choices that impact both the city and temple gameplay, as well as the overall outcome of the game.  

Relics Relics are obtained through commissions. Before each temple run, the player can equip one. There are10 relics in total, each with its own unique passive effect, such as: 

  • Worn-out Sandals: increases jump height by 1.3x 
  • Snake Staff: increases gold gain by 1.5x 




Game Designed and Developed by: 

Paulina Umiecka 

Roberto Benavente Espuch 

Jack Evenden 

Lucas Schirvanian 

Nathan Thapa 


Game Produced by:  OCTOPUS 8 STUDIOS



Additional thanks to 'Shaped by Rain Studios' on YouTube for their tutorials on integrating INK in Unity.

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Maatra.zip 65 MB

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