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Escape!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Game Design | #1 | 4.000 | 4.000 |
| Theme | #4 | 4.250 | 4.250 |
| Audio | #4 | 4.000 | 4.000 |
| Overall | #4 | 3.938 | 3.938 |
| Art | #11 | 3.500 | 3.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Very fun! The last light was soooo hard
- Great Entry! I loved everything in the game, the puzzle, the art, specially the CRT shader effect!
Source Code Link
https://github.com/Fabien-Eme/flame_game_jam_2026
Primary Diversifier
Gamepad
Image assets
Self-Made
All the image assets were made with-in the team during the jam period
Audio assets
Self-Made
All the audio assets were made with-in the team during the jam period
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Comments
I enjoyed this a lot! Definitely hard, but the concept is really good. I played on keyboard / mouse. I'd be curious to try on a game pad to see how it plays. The CRT shader was a really nice touch. :)
Thank you for your feedback. Keyboard makes it even a bit harder in my opinion ahah. Gamepad make it smoother to play ;)
I liked your game even if I never got past section 3 in the first level. I do like the music and the carry out with the effects in the game making it a well put together game.
One suggestion is that after calibrating the gamepad it would have been nice if you could navigate the menus with the gamepad. But I also know game jams is a lot of hard prioritizations to get the game done.
I took a peek in the source code and was interesting to see how you made your controllers inherit from Component and HasGameReference to make the inter-controller wiring that way. I've been doing very explicit prop-drilling for inter-state read/writes which has its pros and cons.
Thanks for your comment!
That is quite intended; this game is meant to be relatively hard because there is only one level. Winning unlocks the speedrun mode, no more checkpoints! The principle is like Geometry Dash: playing again and again, losing but improving your skills each time.
You are absolutely right, navigating the menu with the gamepad was intended, but it's hard to prioritize indeed.
I am still experimenting with which ways are the best to handle all the game logic. From my game design experience, I prefer to organize the game's logic and "rules" as comprehensively as possible, even if it may have drawbacks.