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ESCAPE!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Playability | #37 | 3.000 | 3.000 |
| Artistic Style | #42 | 3.000 | 3.000 |
| Theme Implementation | #55 | 2.000 | 2.000 |
| Judges Choice | #90 | 2.000 | 2.000 |
| Cleverness | #105 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1nTMC7tDQGWCwWDlPCArK8wsXE0EsqvID-q93yhdqKjQ/...
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarize your game!
Movement is WASD, mouse control menus. If in the enemy FOV cones the enemy will chase you. If caught game over.
Please explain how your game fits the theme.
The enemies are watching for you and will chase and catch you if you are seen. You must ESCAPE the world.
Did you use Generative AI to make any assets in your game?
No
Is there anything you'd like the judges to pay particular attention to?
This is my first ever completed game and jam submission. I did all the art, coding and design. My brother did game music and sounds for the first time as well. We are proud of our work and learned stuff!!
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Comments
Playability:
Simple and straight forward design. Getting some performance issues which means something is a bit too aggressive checks-wise somewhere. You made the box move and that's what matters most! Nice work!
Theme:
Light implementation of the theme by going a stealth gameplay route. Nothing negative here but would love to see more.
Cleverness:
Simple for now and that's ok. It's your first game so remember that!
Artistic Style:
Simple and consistent. Programmer art is a rite of passage.
Thank you for playing my game and for the feedback. I learned many things and I am already looking forward to the next Pirate Jam.
Yeah, getting the same performance issues as the others. I'm guessing it's checking for my position far too often, and for every actor. Because when there are more detectors on screen, it increases the lag. Generally this can be solved by:
Game felt pretty simple and straightforward. If you're going to build on it, would be cool to explore different enemy speeds and detection methods. E.g. not just rotating the cone but maybe swapping from back and forth, or flicking off, picking a totally random direction, then flicking on, with a second of foreshadowing beforehand.
Thank you for the feedback. I had to significantly dial back my detection checks and fps in order for the game to even be playable. It was my first time using rays to check for position and my code could have been better. In the end, I used point distance to the player for the enemy to activate and put the rays into an alarm and step event which helped performance. With more time I may have been able to make them more efficient.
I did have 1 additional enemy that was scrapped for performance, it would crawl around the wall blocks in the middle of the level in a metroid style way. My goal that I did not reach for a secondary mechanic was for the FOV cones to change in size based on some action or input. If I do more with the game, I would make a few small levels with 1-3 enemies each but add additional types of enemies.
FOV changing based on input is a cool idea! Hope you continue it! If you do, feel free to tag me for another playtest.
Nice little game. Seemed to stutter quite bad on Firefox. Beat it once and stuttering got worse, ended up crashing moving onto the red dot. Like the music and the mechanics were easy to understand.
Thank you for playing and for the feedback. I did not test on multiple browsers, only Chrome but something I will do next time. Glad you liked the music.
It ran really slow for me, not sure if that's on my end or not. Did notice that I could just outrun the enemies without getting caught.
The instructions were clear and the visual style has a good charm around it
Thank you for playing. Not sure what browser but in testing, character movement should feel ok but the timer could seem slow. Yes you can outrun the enemies, the difficulty/enemy speed was trying to figure out the sweet spot. TY <3
Nice simple design, I did notice I got chased and the guy just walked right through what I thought was a wall. The music and vibes were good, Would have liked to see a few more levels that could have introduced a few more mechanics or ideas like enemies patrolling paths.
I struggled with finishing the game within the timeframe and making it efficient for HTML5 format. I did not want to change much after a certain phase, but one of the things I would fix is the enemy wall collision. Appreciate your comments on the music and vibes. With more time, enemy patrol was a secondary mechanic I wanted to learn how to add.
Thank you for playing and the feedback.