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A jam submission

Cellblock AView game page

Escape the Cellblock
Submitted by The_Storyteller_Games — 1 hour, 43 minutes before the deadline
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Cellblock A's itch.io page

Results

CriteriaRankScore*Raw Score
Audio Design#392.5022.889
Visual Design#402.7913.222
Ultimate Impression (this decides the winners)#522.1172.444
Humor#661.2511.444

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I really like the concept of the place rotting as you progress through the game, well done!

I couldn’t walk up the stairs because I got stuck at the top, but jumping fixed it. Also, in chapter 3, every time I died and hit restart, my ammo didn’t reset, so I ended up with zero ammo. I just dodged the enemy and managed to escape, though!

Congrats on the entry! :D

Developer(+1)

Thank you! The stair collisions are a little messed up, I only realised it after the time was already over - the ammo thing is a big oversight on my part (but it would've not helped anyway, the "death" on the last level takes no damage and kiss instantly). This was intentional, so the way you beaten it was the proper way :)

Submitted(+1)

Cool idea i must say the horror direction is just on point but the gameplay is a bit stiff 

Developer

Thanks for the feedback!

Submitted(+1)

This is a solid entry - a complete story with a bunch of mechanics and environments. I liked the writing - it dealt with heavy subject matter without being corny. Well done! 

(I had a minor gripe with choppy camera movement, especially visible when strafing - I imagine your character controller's running on a fixed tick?)

Developer(+1)

Thanks! And yeah, I built all my mechanics on a very basic character controller, and left all the jank in, unfortunately.

Submitted(+1)

Cool game! To be completely honest I spent way too much time outside because I thought the game wanted me to find something, but I eventually did make my way back inside lol. 

I think the dark sections later were just a litttle too dark so it did make it a bit hard to know what was going on. Took away from the experience of being grabbed when switching to the gun meant I didn't actually see what grabbed me haha. 

The stress overlay I think could be a little bit more transparent for the earlier levels of stress, made it difficult to see in a way that hindered navigation rather than just making enemy encounters more intense.

The illumination of the cigarette was really great.

Developer

Thanks for the feedback! With the light management, it was kinda the idea to be stressful, so you light up a smoke if you have one, for the "hp", and also to have a stable but limited light source.

I agree with the stress overlay, it was one of the last things I implemented, so it works on a simple ++ and -- system. 

Submitted (1 edit) (+1)

Really cool enemies and map, I really liked the atmosphere and flashlight's texture was fancy. I really liked how the cigarette acts as both a destresser and a light source, really smart especially for chapter 3 where it was very dark. The story was interesting too, it gave good context to the game.

The gun didn't feel like it did much but I think that's okay since the game is horror rather than a FPS.

Developer

Thanks for the feedback! I'm kinda proud of the some mechanic, so it's nice to see others liket it too :)

Submitted(+1)

I Enjoyed the story for the game! I liked the sense of erosion in it. 

Nothing better than smoking a cigarette and loading rounds into a presumed child. 

The outside bit got me good. 

Developer

Thank you! That description really makes me rethink my approach tho :D