We are actively working on it. Thanks thanks thanks. The price is just a gatekeeper. What I really loved it as I mentioned in another thread that 50 people played the game. may be through AI or real. But that number is motivating me so much.
pallavi_sahoo
Creator of
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Ah make sense. I get the issue. There is actually a bag where you can see those clues you picked up. But it really makes sense that the Bag option etc are not that obvious even for AI to figure it out. for e.g. escape or 'i' to open bag and you have to select the right clue.
And its also a big feedback thank you. A lot of gameplay like clues, puzzles depend on player to access the bag clues easier way. I die lots of time because of this slow mechanism during timer rooms. Let me make it better. Thank you thank you.
Thank you thank you. What we really loved is around 50 people at least played the game. But it really motivated me at least. Instead of trying to sell this game. We are back on drawing board. Trying to build more, better gameplay.
It is amazing help from you. I was so so happy when I saw people actually attempted to play the game.
You are exactly right. The goal of the game is to have layered friction.
1. The inner game is to solve the puzzles and clear the levels. working on visuals, challenges.
2. The outer game is to give a feeling that the goal is to escape the captivity.
The inner fiction of the game was engrossing enough enough that you would forget that the outer fiction of sitting in front of the console even existed, which made the outer fiction seem a lot more “real” when it interrupted you. : wow loved the idea. Let me brainstorm on this.
Let me try to cut down unnecessary distractions. And add proper layered gameplay. Instead of running a maze. I can build a flow that is actually interesting.
Yes I agree. we are still trying to develop the game. I am still creating the games characters, the setup.
Because its long work, I put it out for getting feedbacks.
I wanted it out for people to play for understanding if we should only focus on game mechanics, character design or game idea itself sucks.
Really loved your feedback thanks. I know its gonna be long and hard but I hope we will get there in next 3 months.
Working on your feedbacks.
Wow thanks. Addressing. What saddens me is you were reading code rather than enjoying the game :(
As this is a prototype. We used bot to review the gameplay testing visually. Because we wanted to move faster. Its never there in the game.
But I agree on everything you mentioned. I suck at presenting the game the way it deserve.
Book a room, read the locks, get out. : I suck so much that I can't even explain that thats not the gameplay.
Its 2 part gameplay. 1 is solving each room. 2 beating a psychopath.
The exit is only possible after at least 40 levels of gameplay or story mode. And I can't promise you will figure it out. Even with all puzzles there is only 1 hint which will help you to find the true exit. All my friends who tested missed the hint even after week of gameplay so I have kinda dumbed it down for this MVP. But true gameplay will come in next version.
We launched our first game two days ago: Nobody Leaves, a pixel-art horror escape room. You booked a room from a 3 a.m. ad, and every room's locks and clues are generated fresh. The first 7 rooms play free in the browser.
itch has shown it about 700 times this week, fewer than 1% clicked, and nobody has bought yet. We're a team of two and honestly can't tell what's wrong, so we'd love blunt answers to any of these:
- The cover: would you click it in a list? If not, what would make you?
- The page: after 10 seconds, do you know what you'd actually do in the game?
- The demo: if you play a few minutes, where did you get confused or bored?
- The price: $1.99 this week ($3.99 normally). Too much, fine, or does it not matter?
Happy to play your game and give the same kind of feedback back. Just leave a link.
We launched our first game two days ago: Nobody Leaves, a pixel-art horror escape room. You booked a room from a 3 a.m. ad, and every room's locks and clues are generated fresh. The first 7 rooms play free in the browser.
itch has shown it about 700 times this week, fewer than 1% clicked, and nobody has bought yet. We're a team of two and honestly can't tell what's wrong, so we'd love blunt answers to any of these:
- The cover: would you click it in a list? If not, what would make you?
- The page: after 10 seconds, do you know what you'd actually do in the game?
- The demo: if you play a few minutes, where did you get confused or bored?
- The price: $1.99 this week ($3.99 normally). Too much, fine, or does it not matter?
Happy to play your game and give the same kind of feedback back. Just leave a link.

Hi! We're a team of two and this is our first game.
Nobody Leaves is a pixel-art escape-room horror game. You saw an ad at 3 a.m. for an escape room nobody has ever beaten, and you booked the last ticket.
- Every room is generated fresh: new locks, new clues, new answers, so there's no walkthrough
- Pick your next door: recovery, horror, lights-out or chemical
- Timed rooms, floors that are traps, and bodies that don't stay down
- 4 endings. Most guests only ever see one.
▶ Play the first 7 rooms free in your browser: https://pallavi-sahoo.itch.io/nobody-leaves
The full game is $3.99 for Windows, Mac, Linux and Android.
Trailer: https://youtu.be/U9SVPwgO4nY
We'd love to hear where you got stuck and which ending you found!

