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A jam submission

Zeno's Escape [Brackey's Game Jam 2026]View game page

Every prisoner knows the way out, but only one truly does.
Submitted by Stealthness — 1 day, 6 hours before the deadline
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Zeno's Escape [Brackey's Game Jam 2026]'s itch.io page

Results

CriteriaRankScore*Raw Score
Theme#5433.5003.500
Overall#7803.0483.048
Visuals#7813.2503.250
Audio#7942.9042.904
Enjoyment#8093.0003.000
Innovation#8202.8852.885
Gameplay#8902.7502.750

Ranked from 52 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
The game is a logic puzzle with some exploring. As a prisoner, you must question the other prisoners about how to escape. All will lie except one, so you can trust no one's answer. I found this theme hard; it took me four days to come up with a reasonable idea that I could complete. I wish the game had a more in-depth questioning system, but the limited time meant I had to keep the scope small, so only a superficial clue system was implemented.

What code and assets did you not make from scratch during the jam (if any)?
Art assets: about 75% were created and extended my existing Black-and-White Dungeon Tileset. All animations, except for the main player (which reused existing animations), were created for this jam. The tileset was mostly redrawn and extended with 50% new tiles; I was fixing issues with the previous tileset I had created.
All art and animation were created using Aseprite.
The game was created using Unity, with Rider. 80% or more of the code was written from scratch during the jam, with Copilot disabled. 15% was reusing my own existing code. 5% was generated code to solve a single bug fix that I could not solve on my own.
For text, I use Grammarly because I am dyslexic; it makes generative suggestions and corrections to make my writing at least readable.
Sound and music are from Pixabay. Some sounds were modified and cropped using Audacity.

How many people worked on the game?
1

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Comments

Viewing comments 40 to 21 of 42 · Next page · Previous page · First page · Last page
Submitted

Hey thanks for rating my team's game! Just wanted to leave you some thoughts and constructive feedback.

I originally found some bugs but given your version update, I don't think they're worth mentioning. This feedback is from the perspective of the version you submitted.

Game design-wise, it was good to put spikes right next to the spawn because that teaches the player to be careful. And you want some sort of tension with the map. However, I would be cautious having spikes at all since it combines rage game with logic puzzle solving mixed with walking around... a LOT. The problem then is that this becomes not the good kind of rage game where you're trying to overcome something interesting and you have to reset the puzzle and restart all over again, talking to the same people. Ultimately, I think that will detract from the aspects of rage games and logic games. The fun in walking around is just not present for me unfortunately so there would need to be some reconsideration there to make the game fun. A similar kind of logical deduction puzzle was done for this jam here: /jam/brackeys-16/rate/4929069. In this, you don't need to drag your feet to get more information (though they have the torture mechanic which I also didn't have much patience for) and the focus becomes figuring out the logic. So I would pick one or the other and proceed with caution if you want to still combine both.

Regarding the logical puzzle part,, I went around to talk to each person: The cyan in the top left, the pink on the top right, the starting Will the Wise, the bottom green and brown people. They all made the same statement of "It is not in the west" or "it is not through a door". How can that be possible if all but one is a liar? Should they all be the same except one? I got confused here.

Anyways, hope this feedback is helpful! This game jam's theme was really tough and my team was struggling to find an idea too lol

Developer(+1)

Thanks for the feedback.

Much of your feedback relates to incomplete or unimplemented parts of the system. The chat system, which should be the core of the logic problem, is just broken (including the infamous "test" response). Even in the complete rewrite, version 3.0, I am finding the chat system the hardest to implement.

Also impressed that you picked up on the Game's title; it was rather an obscure reference (response to community post).

This is the biggest jam I have taken part in to date, and I realise that keeping scope small is important.

Submitted

Oh man and there I was trying to deduce broken logics lol probably should add a disclaimer for that somewhere in case people are trying to beat your game as intended.

Oh yeah me and Zeno, we go infinitely way back ;) I'm guessing the allusion is that escape is an impossible illusion? My game also has an obscure reference but to The Ones Who Walk Away from Omelas. So far it seems too obscure 🤷‍♂️

Developer (1 edit)

Version 3.0 has now been added to the in-development project. It was a complete rewrite from the ground up, with lots of improvements. Still a lot to do to fix.

https://stealthness.itch.io/in-development

Submitted(+1)

Surprisingly short :). nice little game.

Submitted

The art in this game is very simple but charming. I felt bad every time I killed the little guy :( But I found the deaths and the death text very humorous! At first I struggled to understand how to get the dialogue working but then I figured it out. Very fun game to try and figure out where to exit.

Submitted

On my second attempt, I tried the door on the left and happened to pick the correct one. Then I tried it again and died, so I assume the outcome is randomized. I really like that, as it adds some replayability. I really loved the art and sound design, and the retro vibe is very well done too. I’d also love to see a death counter. It would be interesting to know how many times I died, because I died way too many times trying to beat it xD

Submitted(+1)

The colors were really vibrant and gave the game a great atmosphere. I really liked the sound design too. Great job!

Submitted

I like the atmosphere the music sets up right away. Laughed when I got spiked through the first door on the left for a pathetic escape attempt. You should add a total death counter somewhere so I know how many times I got spiked/ or crushed. hahaha. I found some test text that appears if you talk to the pirate again after hearing his first dialogue. Not sure if the yellow vortex thing was supposed to do anything I could not figure it out. I found a way out of the map going to the right and then was walking around in black for awhile not sure if I would ever find an exit haha. I think there is an invisible collider in the top left of the map. I couldn't figure out how to get to the pink NPC, I was trying to go through the walls around the exit to the right, then i finally found the way in. I wasnt able to read the pink NPC text fast enough and when I go back to talk to her I got the test dialogue again, you likely know about this already tho. I also couldnt read all of (UGs?) text in time. Holy I laughed when I got crushed by mighty orc Foot of the Morky the Black Foot. Well I found the portal and was able to escape the prison. I probably died about 10 or so times! fun game :)

Developer

Thank you for your feedback. I have answered many of your bugs and feedback in other posts here.

The death counter is a new suggestion; I do like the idea. I was thinking about having a small achievement system (to help signpost some of the hidden parts, like the tunnel to Princess, aka Pink Lady)

Thank you for playing.

Submitted

It's cool idea, considering it was made in 4 days, i liked the music in the intro and kinda wished it was kept playing. Art is very good as well.

Only minor nitpick i'd have is the lack of a restart keybind.

Developer

Thank you for the feedback.

It's a very good point about restarting- something I usually put in and then totally forget in this game; I've added it to the list of things to implement.

Submitted (1 edit)

Hard to understand at first but got the gist of it after a while. I believe it would probably benefit from having a tutorial

Developer

Thank you for the feedback.

You have a good point, and in the updated version (available after the voting period ends), I now have a small intro scene that serves as a soft tutorial in which you will need to interact with a key and a door, and an NPC gives a short intro explaining that the other NPCs will all lie except one. 

Submitted

The storyline of finding a way is quite good, and I like the black-and-white visual effect. And the sound of falling into the pit - AhAhAh!I have already given you a rating.
I'd like to hear your opinion about our game. Thank you!!
/jam/brackeys-16/rate/4950984

Submitted

I guess I got lucky because the first door I tried was a success. Then I tried it again and died, so it's nice you switched it up each session. The world was a lot bigger than I thought, and it really requires exploration so on the surface it's not as easy as it looks. The retro vibes were nice, nice entry!

Submitted

This game really resonates with me, thanks to its highly retro art style and atmosphere. Without quite knowing why, it reminds me games I used to play on my father's computer in 1980', an Apple2. I remember playing *Prince of Persia* a lot—with those spikes my character would impale himself on while letting out a scream just like the one you hear here. Playing through this game is a real joy. Thanks for the trip down memory lane.

Submitted(+1)

Woah! This was fun! I love the music during the intro!

Submitted

Despite how clunky and frustrating it can get, this is an incredibly endearing entry.  Really liked my time spent here.

Your base concept is a solid one. Exploring the dungeon and collecting each lies before being able to make a decision sounds great. It's only elevated by the way the game looks, sounds and feel like one of those creepypasta haunted games. Great job.

A bigger selection of death animation would have been icing on the cake. It's fairly possible to see all of them within a minute of playtime.

Submitted(+1)

This really cool game, really enjoy the game!!

Developer

Thank you for playing

Submitted

Was a really fun little game.

The text from the NPCs was really fast, and I struggled to read the full sentences in time. I was confused for a while when trying to 'interact' on what I thought was a sign, but it was just warning me of spikes. I did complete the game quite early into my playthrough and wished it was a bit harder to find, and thus I played more after finding the exit to see more of the game and the NPCs.

I really enjoyed sound fx and the walking sound was a really good pick.
My favourite part was definitely the deaths :)

Developer(+1)

Fair criticism of the dialogue text. First time trying to implement one. It is harder than it looks. Already got improvements coming after the voting period finishes.

Glad you enjoyed the deaths; it's the most enjoyable part of developing the game.

Thank you for the feedback and for playing my game.

Developer(+1)

I plan to add interact to the sign.

Submitted

Very nice finished it. I like the visual style and the map. I managed to escape in a different way too i guess...

Developer (1 edit) (+1)

Well done, someone else had a video that shows me where the hole in the wall is that should not be there.

Thanks for playing.

Submitted(+1)

Nice! I really love this pixel art style:D

Developer

Thank you for playing

Submitted(+1)

The death audio is missing i think, and the death should be a little bit shorter, but besides that is a great use of the theme!

Developer

I think you might be referring to death by spikes. It is missing. I was not happy with the animation; it was on my list of things to redo, but I ran out of time.

Thank you for the feedback and for playing my game.

Submitted

Neat little game!
I think the art style is very strinking and gives the game a really cool, dark feel. I like the layout of the dungeon with it's secret tunnels and fake walls, it felt cool to explore (although those spike traps on the floor at the start are EVIL)

I think the NPC's dialogue should stay more time on the screen, sometimes it vanished before I could even read (also sometimes the text would outright display TEST, but after a few resets it fixed itself lmao)

As a little trial and error puzzle game it works well and it's fun to play, congratulations!

(Also, the deaths are pretty funny lol)

Developer

That spike was initially put there for testing, and I had left it there and kept running over it in testing. Then the evil thought was to leave it in, but I did put a warning sign next to it. I just put it in the right spot to catch those who naturally like to move down at the beginning.

The dialogue system was the bare minimum to get the job done. Currently rewriting the whole dialogue code atm (see InDevelopment link). Already added a text type effect, which makes it so much better.

(Test bug already explained in another post/faceslap moment)

Thank you for the feedback and for playing my game.

Viewing comments 40 to 21 of 42 · Next page · Previous page · First page · Last page