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Get Out's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Accessibility | #76 | 2.350 | 2.350 |
| Audio | #82 | 2.200 | 2.200 |
| Originality | #88 | 2.500 | 2.500 |
| Theme | #94 | 2.300 | 2.300 |
| Fun | #94 | 2.100 | 2.100 |
| Controls | #95 | 2.100 | 2.100 |
| Overall | #98 | 2.243 | 2.243 |
| Graphics | #102 | 2.150 | 2.150 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4.1
Wildcards Used
The Friendly Ghost
Include a monster that's helpful to the player
Game Description
Puzzle Solver to get out of a castle.
How does your game tie into the theme?
You have masks to use/wear to help solving puzzles, with a ghost helper.
Source(s)
N/A
Discord Username(s)
JakeFreedom
Participation Level (GWJ Only)
1
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Comments
Nice game, nice feedback sounds when interacting, and background music.
Some issues I had, walking feels a bit slow sometimes as it’s mostly just walking around the clicking things. I feel like if everything (visual) was scale 2x, it wouldn’t have negatively impacted the game, just made it a bit quicker to complete.
Nice integration of the friendly monster guiding the player.
Good job!
Good work
It takes me a while to unlock all the rooms
The game was basic, but it did its job. I wish I could move diagonally.
Good work,
Also, play our game Spectral Mask if you can :D
Awesome game :) I like the retro feeling I'm getting while playing it. It would be really nice if we could use the keyboard to interact with items instead of clicking on them, but that's a minor thing.
I liked the back and forth of looking around for codes or keys and then finding the doors. I wish the different types of doors maybe looked different, so I wouldn’t have to check each one every time. It would also be nice if the interactable objects like crates were a bit bigger, I didn’t realize at first I could go interact with them.
That great feedback. Having the doors corresponds with their key would be great affordance to the player. I will keep that in mind if I do this type of game again.
Thank you so much for playing!
-JF
The game is nice and the puzzle fun and well though. I kinda broke the game tho. You can move the camera across locked area. the control doesn't fell smooth without diagonal and the mouse to get item was kinda broken with the camera glitch i found. You still have a good base to work with.
How to do the bug
For the glitch all you have to do is moving to a room and falling back before the camera finished moving. The camera will go to the room that the player has already leave to the room before the camera move. And by repeating we can move the camera far, even out of bound. With some timing we can do that both horizontaly and verticaly
Thanks for playing, yeah I know about that bug, was just hoping players would move far enough into a room.
Appreciate the feedback!
Congrats on the submission! I like the vibe and the music in the beginning. I would love to see more puzzles throughout or something to engage the player a bit more. Overall, good base!
Thank you for playing. Yes I would too like more puzzles, I knew 3 types wasn't going to be enough, but had to settle there and just get started programming.
Really appreciate the feedback!
Great entry! The progression of areas is very nice in the game. The way it teases you with the next progression just to have the next thing you get be that thing really builds well. Wish there was a little more juice to getting things though such as sfx or animations but overall good base!
I like the vibe, and the hook of traversing rooms to retrieve keys/masks for other rooms works well. Absence of diagonal movement was a bit frustrating but I got used to. Also, as other devs mentioned - it would be nice to add some kind of obstacles/enemies for the rooms to feel more dynamic. Great work anyway, thank you for sharing!
It is a good base to a game - I would have like the diagonal movement too. I also didn't know what the pink rectangles were for - I didn't seem to be able to do anything with them. But there is potential here.
Thanks for playing! Yeah the movement isn't ideal. I get it. Not sure what you mean(Pink Rectangles). Unless you are referring to the mirrors hanging on the walls. Those are part of one of the puzzles.
Thanks again, I appreciate the feedback.
Ah, I thought they might be mirrors but I got no feedback when I clicked them so didn't know they were part of a puzzle - but I still liked the part I played!
That was a cool idea! a good base to build upon. But as someone pointed out already, it needs more challenges, something for the player to do (even if it is dodging some bullets) so the navigation doesn't feel stale, also more puzzles, less back and forth and color the rooms more clearly, maybe the numbers will be colored too so they know they open a door in that room (for instance red numbers open the codelock in the red room, something like that). Oh, and of course, eventually you'll need enemies.
Oh, and allso you need diagonal movement so that you can traverse the rooms more fluently. But as I said, you have a good base already! You can make something like The Binding of Isaac. Good job so far! keep it up!
Thank you so much for the feedback, it's much appreciated. The diagonal movement was removed last minute because of a camera scrolling issue that the player could get into. Yes more puzzles would be great!
Thank you again for checking out and playing my game!
-JF
Grats on the submission! There are some nice ideas in here with the items, inventory, and looking at clues in the rooms. I noticed one of the key rooms early on is just a big room with the key on one side and the doorway on the other. Maybe something can be introduced to put some challenge to getting these items (e.g. like something that shoots projectiles you that you have to dodge as you get to the key). Maybe the full code for a keypad door can be spread across different rooms. Anyway nice job :)
Thank you so much for playing. I appreciate the feedback very much!