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A jam submission

Escape!View game page

Submitted by Fabien_BTB
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Escape!'s itch.io page

Results

CriteriaRankScore*Raw Score
Game Design#14.0004.000
Theme#44.2504.250
Audio#44.0004.000
Overall#43.9383.938
Art#113.5003.500

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

Submitted(+1)

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. :) 

Developer(+1)

Thank you for your feedback. Keyboard makes it even a bit harder in my opinion ahah. Gamepad make it smoother to play ;)

Submitted(+1)

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. 

Developer

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.