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The Keys to Freedom's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #35 | 3.000 | 3.000 |
| Use of the Limitation | #56 | 2.818 | 2.818 |
| Overall | #59 | 2.750 | 2.750 |
| Concept | #67 | 2.818 | 2.818 |
| Presentation | #72 | 2.364 | 2.364 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Me, SerchiiDev
Software used
Unity, Bfxr, Libresprite
Use of the limitation
The player is free to take whichever path they wish or use their resources to bet that they will obtain more improvements. The keys at the end will lead them to their freedom.
Cookies eaten
No cookies, just Coca-Cola.
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Comments
It's super fun to play, and it definitely felt like a mad dash to the exit, but it's not necessarily difficult... enemies were kind of basic, and I wished there was a bit more variety.
I think maybe changing your HP to a max of 80 would make it much harder, but still fair. And, having some more enemy variants would be nice. One could be an enemy that doesn't deal a lot of damage, but always spawns in groups so it can overwhelm the player.
But, those are just my thoughts! It's still a fun game with a cool concept, I just wish it was a little bit harder /: Good job though!
It's fun and snappy, but I couldn't find any specific strategy to make it to the end. You kinda just wander through doors until you find things. There also appears to be no reason to fight the enemies - they're just spicy obstacles to avoid.
Maybe instead, the player could know roughly where they need to go (north, east, etc.), but there would not be enough time to escape normally, so they would need to engage with the content in different rooms and venture off the path to make gain extra time and make it to the end.
Really fun game, it's awesome that you managed to add procedural generation to a game jam project. Honestly the difficulty could have been pushed even further, since reaching the victory screen was almost easier than reaching the death screen. I really like both ending screens, but maybe some of that time might have been spent making one or two additional enemy types to spice up the gameplay itself. Solid entry!
Also as a side note, the game window seems to be cut off on screens smaller than 1080p, and on my 1080p monitor I had to go into fullscreen (F11) to see the HP bar.
Loved the panicked vibe that the constant ticking down health creates, as I rush from room to room like a headless chicken. Some nice depth with the various upgrades, and the automatic combat works really well for this type of game. Also, what is that end screen lol
Hahaha, I’m so glad you enjoyed it. Which final screen are you referring to? The victory screen or the defeat screen? 😋 Thank you so much for playing!
The victory screen, although now I'm gonna have to replay it to purposefully lose and see the defeat screen haha
Really Fun game !!!!!!!!!
I’m so glad you like it. Thank you for playing.
I always love a roguelike. The combat was enjoyable and who doesnt love gambling :D
With some better art and additional content, I'd love to see where this could go. Great job!!
Thank you very much! Of course, gambling always adds up, ha ha ha. I have some improvements and updates pending, so I will probably review these points. Thank you for playing.
really cool idea with the randomly generating rooms and finite keys, great job!
A cool idea with a finite number of keys and a timer in the form of player's health!
I found it fun, but some music and a visual cooldown timer would've been great! Great work nonetheless!
Thank you very much for your feedback. Yes, I find it difficult to find copyright-free music that I think fits the game. I usually leave it to the last minute, and when the time comes, it never arrives, haha. I’ll keep that in mind for next time. Thank you very much.
pretty simple yet fun game! I think if you added music it would have helped, and adding the slot machine in more places, but overall, pretty fun, good job!
Really nice game overall! The combat system is really unique. I didn't get how the cooldown works though. It would be nice if there was an indicator for that.