Play game
Tako-san's Escape's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #696 | 3.881 | 3.881 |
| Creativity | #4451 | 3.286 | 3.286 |
| Audio | #4611 | 2.762 | 2.762 |
| Artwork | #4734 | 3.024 | 3.024 |
| Narrative | #5769 | 2.214 | 2.214 |
Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Puzzle game where bomb's countdown to explosion, so you need to use this in your favour
(Optional) Please credit all assets you've used
See description for full credits
Leave a comment
Log in with itch.io to leave a comment.


Comments
Well designed, really nice music and nice SFXs, the concept is simple but interesting just like the bomb man's adventure, the puzzles are nice but would be better if there is some harder levels, but still great game with smooth plays.
thanks for giving it a shot and the feedback :)
Amazing idea, I think puzzles need some work in the sense most of them rely on a silly 'gotcha' that if you look for at the start theyre easy to spot. Puzzles should have "aha" moments instead I think.
I really like the idea and execution however, really fun game, was able to escape, I did have to retry a couple levels a few times lol. Awesome work!
Thank you for the feedback and for giving the game a shot :)
Thanks for playing it through and for the feedback :)
For how simple the mechanics are, the game is surprisingly fun.
Played through every level and enjoyed all of it!
Thank you for playing it through :) Much appreciated
Given the bomb mechanic is presented as the main element, I expected it to have a lot more depth. It showcases a rather static set of core ideas, failing to develop meaningfully and create interplay with other elements. For example, the idea of using standard crates to block explosions never gets explored in a setting where the answer isn't just handed to the player. Also, some puzzles don't even use bombs..? In my opinion, the only reason to exclude the main element is whilst introducing a secondary mechanic. But if the secondary mechanic doesn't synergize with the first, what's the point?
Additionally, I think many of the early/midgame puzzles exist purely as busywork/filler as they don't showcase anything interesting (ie. levels 10 and 11). I liked the last three levels though; each highlighted an interesting core idea. Perhaps they could've been presented in a simpler way, but that's just a matter of preference. Overall, the game's fine given the time restriction, but would definitely benefit from more thought-out puzzle design.
Thank you for giving it a shot and for the feedback :)
One of my favorite games from this jam! :)
Thanks for giving it a shot :)
funny little game, but yeah the first 16 levels i rushed so fast, way to easy.
but then i struggle at 17 and level 19 i gave up...maybe im to stupid but i couldnt get my head around this level XD
Thank you for giving it a shot! Hahah I DID find out that it is hard to design difficulty for puzzle games
Fantastic concept! This was a very fun puzzle game to play. You should definitely keep working on it and add stuff such as animations and extra levels, it's got great structure so far.
Thank you for playing and thanks for the kind words! I plan on working on the game and learning more :)
Nice puzzle game! Really liked the design, it was so intuitive for me! :D
Thank you for playing and happy that the design made sense! I tried to make the learning part of it smooth :)
Cute puzzle game with an easy to pick up mechanic. Completing the game was satisfying.
Thank you for giving it a shot :)