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Card Copier's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #23 | 2.860 | 3.000 |
Overall | #30 | 2.352 | 2.467 |
Fun | #32 | 2.002 | 2.100 |
Originality | #38 | 2.193 | 2.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you implement AI in your game?
I utilized procedural level generation to create my level. Aside from the starting cell all of the other cells in my game are randomly spawned according to 3 different variations of a cell. Alongside this I have copyable objects spawn in each cell randomly.
If Generative AI tools were employed, how did you use them in your game?
No Generative AI tools were used
What game engine is your game built in?
Unity
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Comments
Neat game. I wonder what the copying was for though. Isn't this just like an inventory system? How is it different. Maybe I missed something. :/ Keep going! :)
I like the concept, however the hints spoiled the (already kind of short) game for me. I’d love more content and I’d like not being told hints without me asking for them. I didn’t understand what the controls were at first but figured it out relatively quickly. I agree with the other commenters, I like the atmosphere!
I had a little trouble getting the items to equip had to juggle the keys 1, 2, 3 a few times but I was able to get it working. I'm really bad at escape rooms so im glad there was a hint on the wall, though maybe it would be better as a HINT button so that only if you get really stuck it would give you a hint. Also, what happens if you throw all the books out before figuring out that you need to smash the light? More importantly, why is the key IN the light? lol. Everything worked well though! Lighting and atmosphere were great. Did you bake the lights or was everything realtime?
The fun with escape rooms comes from having to figure out how to escape, so explaining both steps necessary to escape kinda removed the fun from it for me.
The presentation is excellent in my opinion, you have a great vibe here, but unfortunately it loses a point from the presentation for the really loud audio that can't be adjusted within the game.
I think if you were to continue trying to improve it, I would recommend:
- Add audio settings
- Include more interactable things in the environment
- Don't explain how to escape in the same spot where you explain the controls(Don't explain how to escape anywhere, maybe small hints would be good but not in the starting room)
- Add more steps to acquire the necessary items needed to escape, it's not a lot of fun to just wander around with a key until I find a room with a hammer
- Remove the big glowing neon sign that tells me where the exit is
All in all, I think this is a great base for an escape room game that could be a lot of fun!