Escape The World by Ajayajayaj 2017-05-12T00:22:12Z
Very interesting puzzle mechanics! I don't think I have played a game like this before. You should definitely consider porting this to mobile and adding more levels!
Foon → Ludum Dare Explorer → Users → Doc ill
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Nana's Impanadas | jam | 270 | 3.85 | 3.66 | 3.35 | 3.71 | 3.82 | 3.51 | 3.90 | 3.62 |
| 2018 | 42 | Running out of space | 👥 | Roboss | jam | 439 | 3.53 | 3.34 | 3.08 | 3.53 | 3.70 | 3.66 | 2.48 | 3.46 |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | A Relaxing Time At The Arcade | jam | 189 | 3.87 | 3.87 | 3.41 | 3.95 | 3.50 | 3.97 | 2.90 | 4.08 |
| 2017 | 40 | The more you have, the worse it is | 👥 | Claustrophobia | jam | 467 | 3.54 | 3.27 | 3.73 | 2.72 | 3.45 | 3.29 | 3.15 | 3.54 |
| 2017 | 39 | Running out of Power | Pylon Defense | compo | 362 | 3.26 | 3.26 | 2.64 | 3.65 | 2.76 | 1.20 | 2.41 | 2.56 | |
| 2017 | 38 | A Small World | STACK | compo | 123 | 3.70 | 3.51 | 3.81 | 4.03 | 3.81 | 3.52 | 3.70 | 3.69 |
Very interesting puzzle mechanics! I don't think I have played a game like this before. You should definitely consider porting this to mobile and adding more levels!
Really cool idea for a game! I've never seen a "city" building game where the player provides/builds the resources and the population builds the city. As a critique though, the game felt either too easy or too long winded. I think a smaller map would force the player to make decisions of greater weight (should I build X this valuable piece of land to keep this city alive or build Y to keep this one alive?). Awesome game!
Hey, I'm glad you got something out there! That's further than most people get. Thank you for sharing your game. I'd say the next step to work on would be getting some labels on the red buttons! ;D
Yay, I made to the end using the infamous spam technique! :D While not very innovative or long, the art was very stylish. Maybe one way to eliminate the spam technique would be to include stronger enemies and a stronger weapon-type/powerup with limited ammunition. I see a lot of potential in this game!
I'm very impressed by the high quality here. I especially like how there was always more than one solution. Just as a super nit-pick, I would have liked it if the levels were unlocked as you progress with some kind of "Congratulations" when you beat the last level. Nice job, overall!
I finally conquered my greatest nemesis... aggressive casino chips! Fun game, and very difficult. It felt cheap at first, but once I learned the enemy patterns, fighting them felt very satisfying. I think the game would have given me a better first impression if the mouse could jump a little higher, as avoiding the spinning "casino chips" (I'm sure that's probably not what they really are) was very precise. Good job!
This game is waaaay to cute :3 I wish I knew how to win!
Nice job! Moving and executing jumps felt very fluid with the gravity mechanic. However, the obstacles needed a little more contrast from the background. Music would have also been nice, but the time and effort spent on the mechanics was certainly more important. Glad I tried this!
Good job! The art, while simple, was very cohesive and cute. I was barely able to escape on my 3rd try xD
I don't get it... jk! Very interesting way to deliver a narrative. I'm also impressed at how well the contrasting visual styles worked together. Good job!
A very well polished game! Had to play twice because during the initial building phase, I was too worried about how the furniture arrangement looked xD but I found that there was a more optimal configuration which looked less pretty.
The only thing that bothered me was that in the initial phase, the game limited how far I could drag furniture. I'm not sure if this was a bug or not but I felt I should share it with you either way.
Good job!
Very good job! I like what you were able to accomplish with a very simple color palette. One thing I would suggest would be to try to make the protagonist contrast more with the rest of the level, as I sometimes lost sight of him/her. With some more content (levels, enemies, and maybe even a player progression system) I could definitely see this being released as a full game!
I am a God and I can confirm that this is exactly what work is like.
Nice work! I found the movement speed mechanic pleasing. However, there was a "world domination" side of me that really wished that the factories didn't die. I suppose that would make them overpowered though!
Pretty fun. However, I had a little bit of trouble figuring out how the tower shop system worked, and would have liked to see more feedback for when a tower was available to buy. I loved the sound effects though, very creative!
That was a very interesting experience xD I liked how the world procedurally unfolded. I can tell a lot of effort went into this game, good job!
A very cute game! I particularly like how cohesive the graphics were.
Here are a few notes to think about:
1. While the gameplay music was very well composed, the start screen music's melody felt a little dissonant (might just be me though).
2. It wasn't immediately clear to me that the player clicks with the mouse to throw the papers. I had to find out with by pressing random things xD
3. There's a bug where I got stuck on the left side of the road a couple of times and had to spam directional buttons to get unstuck.
I can tell a lot of effort went into making this game and it really shows. Good job! :)
A very original idea. I encountered a few bugs in the third level (blue blocks escaping the large red box room, a weird bug where I started to fly while jittering), but those kinds of things are expected. I wish the controls were a little more simple. Maybe it would be better to focus on the time and spacial block mechanics so the game could free up the mouse click input for manipulating said blocks. Very innovative, none-the-less!
A very solid smup! The flare gun mechanic was a little confusing at first, but it made for a very interesting mechanic! The only gripe I had was that the controls for the flare gun felt very un-intuitive. Perhaps it would be better if the flare followed the player's movement, reducing the game to 4 buttons? The only problem with this would be that the player could mess up his projectiles because he/she needed to dodge an enemy while firing a flare.
Cool game! Very simple, yet provoking. Seems that everyone has already beaten the dead horse about the controls, but a very good LD experience otherwise.
Dis gaem is tearing me apaaaart, Liza!
I wish I had friends to play this with :( Pretty good entry non-the-less. I could imagine how frantic it would be exchanging shots with your opponent. Something that would make this game very interesting would be bots that also tried to knock you off. It could make for a very fun solo or co-op experience!
Nice job! During the first level, I was a little skeptical about how much you could do with the falling block mechanic. However, the following levels/puzzles very much surprised me!
A very intriguing submission. I found most of the entertainment this game had to offer came from the humorous and just plain weird planet descriptions! Although I understand that there are different endings depending on the player's choices, my decisions through most of the game felt of little significance. Furthermore, the game feels a little too long for me to want to find all the endings. Maybe reducing the player's energy to 10 instead of 20 would make finding the endings an easier task. None-the-less, cool game! Humor is definitely the strongest category here!
Good job! The theme music for each faction was a very nice touch. I can't think of much feedback to give, as I am inexperienced with these kinds of games. However, something that would help this game would be a precise method for choosing how many units to spawn (right now the slider is a little imprecise).
Very fun to max out the sliders and watch the world burn! >:D
FatRatHighScore.png
Awesome game! Here's my high score! The game eventually turns into "How fast can you smash your spacebar?!" xD
Pretty decent puzzles. Not too hard but there were a couple red herrings (clues/details the lead to nothing) that made me think way harder than I needed to. One thing that bothered me was that it was impossible to see the body storage units (I have no idea what they are called) on the wall, so it took me forever to find out that you could interact with them.
BTW you really missed out on an opportunity to just lock the player in the last room when they entered the last code. xD
Good job!
Nice job! I like how the player doesn't see the impact of his/her choices immediately, yet the choices always come back later to either reward or bite the player. While the game could use some sound effects and music, the focus of branching paths is delivered very well here.
Good job. I find that making stealth games can often be very time consuming, and you did very well given the constraints of this jam. That said, there are a couple of areas for improvement:
The game would greatly benefit from having a droning sound for the trucks, as it was very easy for them to sneak up on you.
While I found the art eye catching (particularly the glow of the buildings), it was very difficult finding the switch boxes. It would be a huge "quality of life" change for the player if the boxes could stand out a bit more (maybe have a blinking green light on each box?).
Again, good job!
This is probably my favorite submission so far. In particular, I like that the mechanics are very simple, yet have a lot of depth. A few things I would like to see if you continue to update this project, is a more polished UI/visuals and a way to cancel a crew members action when he moves into a room. What ended up happening to me is I would put a crew member into a room, with the intentions of using that room, only to notice that the room needs repairs. This felt punishing, as it forces the player to perform an unintended action with the wrong crew member. A very awesome game, none-the-less!
I can definitely tell that a lot of work went into the animation, modeling, and sound for this one. I very much appreciate the polish (particularly in the sound and visual effects) that went into this game. If you guys continue working on this project, I think this would make for an awesome rogue-lite or Doom-ish kind of game. Great job!
Cool submission. It is sometimes hard to tell what can kill you and what you can walk on/past, but I really like how the visuals and sound design deliver the atmosphere.
Awesome job! I've never seen images of clay models used as assets before. Furthermore, the music worked very well. It kinda made me think "Top-down Doom". If you continue to work on this, it would be awesome to see maybe an upgrade/reward system for beating each floor. Like choose between getting full health + ammo, getting a new weapon, or even permanent upgrades. Great job!
Good job! I can see a lot of effort went into making levels in this project. Furthermore, it's nice that you stuck with very simple mechanics. That said, I think more time should have been spent on things like different obstacles (maybe a spike that moves back and forth or a spike that falls on you when you get underneath it). Although it was nice that there were a lot of levels, about half way through the game (after the long ~50 sec level) I started thinking "Alright, I get the POINT (pun definitely intended)". Again, good job!
While the controls take a little while to get used to, I very much like how the game tests your ability to multitask. One thing I would like to see is some kind of scoring system for how many cows collected, enemy killed, or time survived. Good job.
@tompendergrass Oh dang, I did include a way to close the program, but I think I forgot to put in in the game-over screen. Right now, it's only available in the pause menu (during the actual gameplay) or in the win screen. I'll upload a hot-fix. Thank you!
Very cute. I like what you were able to do, graphics wise, with the little time that you had. Like most of the comments suggest, the game could use some balancing as it seems to be purely luck if you can reach the bananas before you die. Maybe a progression system of bananas becoming further apart every time you reach one?
I'm glad you were able to get something in. I know how hard it is to feel motivated after coming to the party late. Good job!
Good job on your first LD submission! The visuals of the game worked very well, however I think the movement of the character could use a little bit of fine tuning. The character felt very slow to start running due to a low acceleration. The character could also use some drag, as it was very difficult to land on single block platforms. Well done!
Very good! I think the strongest aspect of this game is the sound design. It gave the weapons a lot of "oomph" and made killing robots feel very rewarding. One thing I would like to see if you continue to update this game is more weapons!
Very good idea for this theme! I have to nitpick a couple of things however. It would be nice if you could close survivor/object inspection panels by simply clicking off of them, instead of having to press the "exit" button. Furthermore, I would have liked to have seen a system where you could have your survivors search for different things other than just power (weapons, armor, consumables, or even more survivors).
Overall, I see a lot of promise in this game and hope see it updated post jam. Good job!
Very good idea for this theme! I have to nitpick a couple of things however. It would be nice if you could close survivor/object inspection panels by simply clicking off of them, instead of having to press the "exit" button. Furthermore, I would have liked to have seen a system where you could have your survivors search for different things other than just power (weapons, armor, consumables, or even more survivors).
Overall, I see a lot of promise in this game and hope see it updated post jam. Good job!
Someone beat me to the obligatory South Park comment xD I very much like the visual aesthetics of this game. I think one thing that would be nice to see would be a little bit more contrast between the lighter fluid and the rest of the world. Very fun!
It feels kinda bad that I wasn't actually able to get past the first level because I see screen shots suggesting that there is more in this game. What I do know is that I very much like the running, gunning, and wall jumping mechanics reminiscent to platformers like Mega Man and N. I think I would have gotten further if there was a clearer indication on how to actually complete levels. Good job on making a very fun game!
I've gotta say, this is the first time I have ever seen a game like this. I usually try to give some constructive feedback in these comments, but there's not much to say for improvement. The game is short, and does what it intends to do. Nice job!
Awesome idea. I've never seen a runner game where the player has to control multiple characters.
I would suggest making the left/right movement less acceleration based and more responsive, as it is already difficult controlling multiple entities at the same time. Very cool!
This is a pretty cool take on a classic game. I'm actually surprised that I haven't seen the **HOLD** mechanic before. What made this even more interesting was the shapes of the falling pieces (as I have never had to work with them before).
I think some music would add a lot of life to this game, but with such little time, I understand the need to leave this out.
Good job!
I very much enjoyed this! The game gets pretty hectic near the end, and being able to make throws at far away crates is essential to winning.
There's only a couple of things I would suggest changing:
First, I would suggest hiding and locking the cursor, as it can be quite distracting to look around while the cursor is flying across the screen.
Second, adding a cross-hair in the center of the UI would make it way easier to aim over the presents and pick them up. I found myself overshooting/undershooting the presents pretty frequently (even with the super helpful glowing effect), making it a little frustrating just to pick them up.
All in all, making dirty Santa trick shots ended up being an experience that I didn't know I needed in my life. :)
This game was brought to you by B.P.
But all jokes aside, this is my favorite submission I have played so far. I really enjoy play cycles that allow the player to progress in rewarding ways like this game has.
I actually think this could be released as a full game if you added more features like different ways to upgrade your boat (maneuverability for example), fish bounties for bonus money, other obstacles, and of course music/sound. Great job!
Thanks for the feedback :) I'm actually unsure why the screenshots aren't showing on your browser. They're showing on mine O.o
@ebim That "bean bag" randomization idea is great! I'll definitely consider doing something like that in a post-jam build. Thanks!
This is a really cool idea! I have a few thoughts on ways to improve this experience: - I think the advertisements filling up the screen fit the theme well enough, so the deadly explosion staying on the battlefield felt unnecessary. - One upgrade stat that I would have liked to have seen is fire rate. - The subscribe toggle in the shop felt like it should have been a "buy to remove current ads" option (it essentially was that because the ads went away as soon as you paid 5 bucks). - When I died and restarted, I got to keep all my money. I was unsure if this was a bug or not.
I very much enjoyed my time with this. Great job!
This game has a ton of potential. However, I feel like there are a couple of problems that hold this gem back.
Somehow, there are too many boxes, yet not enough boxes (don't worry I'll explain). Each delivery lasts a little too long without being broken up by the other objectives (too many boxes), but it also took forever for the game to feel like I was running out of space (not enough boxes).
I think there are a couple of things that could fix these issues: 1. Multiple objectives at a time - If the objectives came up on an timed interval, then the box delivery gameplay would be broken up more and the game would feel more hectic, forcing the player to manage their time. Of course, this would mean increasing the timer for some objectives.
2. Smaller play space - The play area (house) should probably be a one room studio apartment (maybe with a water closet bathroom). This would make the play space smaller, causing the player to run out of space faster. Furthermore, you could design it so the player NEEDS to navigate to each corner of the apartment (there was a lot of unused space in the house that the player never needed to go to).
Finally, just a couple of nit picks: 1. I feel like the grab distance of the box should be increased a little bit. This might just be a "me" issue, but I kept clicking the air, thinking I picked up a box, only to turn and find out I wasn't close enough to the box.
2. The mouse cursor should probably be hidden during the game. This can be done pretty easily.
Great job though! I loved the way the game felt on day 5, as it got really hectic navigating the house. I just hope others were able to get that far.
Ok ya got me, I love these types of games. This game is easily the most fun that I've played so far, and definitely the one I spent the most time playing!
The only real notes I can think of are adding some music and a visual for the current wave number + how many waves you survived after you lose. Other than that, I'd love to see more variation (enemies, towers, weapon upgrades, etc).
Great work!
The car movement feels great, but I'm even more impressed by how well the AI's are able to navigate the track!
I'd love to see a win state for the player, but since the game isn't really about that, the only feedback I can think of is making it easier to vanquish enemies. Even when I was touching them, it took a very long time to drain their health. Maybe increasing the charm's radius would be enough.
That said, this is probably the best looking submission I've seen so far. Well done!
Wow, what a good looking game! The first one I'm giving 5 stars for visuals! I also like that there's a lot to sink your teeth into, gameplay-wise.
The main issue that I have is how the enemy attacks work. It's incredibly difficult to dodge the attacks when there's almost no telegraph for them. I'd suggest slowing down the anticipation on their attack animations and making sure that the hit detection only gets enabled once the attack actually comes out. Locking enemies into place during the attack will also help make their attacks feel less janky.
That said, I'm super impressed by the amount you all got done during the jam. So many 3d models, animations, audio, and game mechanics. Well done!
Great work! I'm not sure if the game was grading me on accuracy, but I hope it wasn't because butchering the balloon forms was more fun anyway xD
Very cool! I love the idea of having to hunt down a target with the only info being their appearance.
The main issue I noticed was the AI pathfinding when they try to run away from me. Most of the time, they ended up running straight into me. I would suggest having them only choose a move location if that location is closer to the AI than it is to the player. That way the AI is always running away from the player.
Well done! This was a very unique take on the theme!
This was awesome! I impressed that you folks were able to get a tutorial and full voice acting for characters!
The main feedback I can think of is that there were a lot of moments where I died before I even knew what was happening. This happened a lot in the later levels where I would spawn in and immediately get charged by giant beetles. It felt impossible to react to those rooms the first time encountering them, and having to restart the entire run is pretty punishing. I would suggest redesigning those rooms or giving the player multiple lives so it's less punishing.
Good job! This was the most polished game I've played so far!
Great job! All 3 abilities felt important for surviving, especially the blink. Only suggestion I would make is to lower the volume of the sound effects to make them less overwhelming. Other than that, I enjoyed this quite a lot!
I'm about to go goblin mode
@tyranosaw Thanks for the detailed critique! I didn't think about adding options for things like mouse sensitivity.
Furthermore, adding sounds for footsteps and button presses on the arcade machines would be awesome for creating immersion.
Finally, thanks for letting me play your game on stream! It can be hard for people to show off their work to the world. Keep at it!
Had to try this one out because it sounded similar to my project! I enjoyed this quite a bit. My favorite part is definitely the small progression system of acquiring better weapons and more health.
I think something that would have made this experience better is if you could hold multiple keys in a separate inventory. I found myself backtracking quite frequently just to get a key, unlock a door, and then go back for my weapon.
I was able to save all 6 people! :D