Great atmosphere! The intensity of the light up buttons and pillars could maybe be toned down a tad to add to the vibe you've got going on.
Found the tutorial UI a bit overwhelming, otherwise I understood more through the gameplay!
Play game
A Way Out's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| I appreciate the mood/atmosphere | #66 | 2.932 | 3.438 |
| This game was intuitive and self-explanatory | #75 | 2.452 | 2.875 |
| I appreciate the game-feel (responsiveness of interactions) | #77 | 2.052 | 2.406 |
| I appreciate the sound design and/or music | #78 | 2.292 | 2.688 |
| Overall | #81 | 2.090 | 2.451 |
| I find this game's challenge/puzzles interesting or compelling | #84 | 1.626 | 1.906 |
| I would buy a longer/commercial version of this game | #88 | 1.306 | 1.531 |
| I appreciate the art/visual style | #88 | 1.972 | 2.312 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Jam Entry Confirmation
A Way Out
The Team
Programming: Phil, Mirko, ParallelSystem
3D: ParallelSystem, Phil
Levels: Phil, ParallelSystem, Nomey, Mirko
2D: Mirko
Music: ParallelSystem
Other Credits
Unity Assets:
Kenney
Destructible Wooden Crates
Creepy Pumpkin Monster
Grass And Flowers Pack 1
Casual Game SFX Pack
Some Sound Effects are from pixabay.com
Comments
The turorial is too much. Just show "WASD, Mouse, E", the rest would be pretty self explanatory while playing.
I could not het past the second floor. I activated all triggers and the lever. But the last door where the routes intersect, did not open.
I did not want to redo all the level again too often so I gave up. Maybe post-jam.
The music and athmosphere is nice. The concept of draining battery and the pumpkin guys give a good thrill.
Making a very dark game isnt easy. Maybe increase the strength of the flashlight.
Spooky game. I don't think the tutorial slide was necessary and went against the spirit of the jam. The colors on the switches and buttons seemed a bit distracting, as they didn't seem to mean anything other than "you've pressed it?" Regardless, I had fun trying to unlock all the doors, and the pumpkin man jump scared me!
There is a timestamp with your game in this playtest
Spooky game. I don't think the tutorial slide was necessary and went against the spirit of the jam. The colors on the switches and buttons seemed a bit distracting, as they didn't seem to mean anything other than "you've pressed it?" Regardless, I had fun trying to unlock all the doors, and the pumpkin man jump scared me!
There is a timestamp with your game in this playtest
I like the atmosphere that you've created overall, but I think it needs developed a bit more. I would also add a bit more light with the flashlight. I do like the gameplay overall and the almost claustrophobic feeling you've captured. Might be interesting to change the music to something more sinister.
I liked the atmosphere, definitely creepy spooky.
The controls/self-explanation were a bit clunky, I got up to the first pumpkin man and couldn't figure out how to progress. The levers seemed like they did something but it was hard to tell what, did they control doors? Were they enabled or disabled? I would have liked some UI indications to help with this mechanic.
The flashlight also clips through objects so when you are interacting with a lever/door, your ability to see is removed, creating a frustrating experience.
I got past the first door and reached the switch. I didn't understand what was missing and got stuck there, never going past the door with the ramp. I stepped everywhere I saw I could step.
This sounds dumb saying but it's also hard to navigate because of how dark it is. Not sure if some minimal ambient light could help or something else. Essentially, it feels more like we're in a pin-hole and can only see in that single spot of light source instead of "I have a flashlight and I can navigate around, even though I'm not entirely certain what's around me because it's dark"
The input/tutorial page also felt confusing, as in "wow this seems a lot to remember" and while playing I then understood what those things meant.
Tested with firefox
Were you able to figure out what you were missing at some point, or not?
No, that’s not dumb at all. The darkness and limited visibility were intentional, but if it becomes too frustrating, then it’s definitely something that needs to be improved. Personally, I had a feeling the flashlight setup might cause some navigation issues during gameplay, but I wasn’t sure.
Did you find the tutorial images overwhelming all together, or was the amount of information okay once you started playing?
Thank you for your detailed feedback!
I wasn't able to figure out what I was missing. I stepped onto the 2 squares, they became blue/cyan and then I went to the door. Pressed the switch and nothing seemed to change.
Yes, I've found them a bit overwhelming initially and was unsure what some of them meant (charging objects and the difference between the them). When playing I started understanding what those pictures meant.
I'll give it a go again later in the day to try and find out what I missed :)
Thanks for the heads up! I went back and just had to wait a bit longer for it to load, like you said.
Nice atmosphere! Definitely felt tense walking around, got spooked later by the guy walking around :)
Controls are responsive, and the controls made sense. I felt like it was a bit of an overload at the beginning, but I was glad to have a rundown. I got lost quite frequently; maybe some varied textures would help distinguish environments.







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