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A jam submission

Dungeon Prisoner EscapeView game page

Submitted by VK_Hog — 2 days, 22 hours before the deadline
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Dungeon Prisoner Escape's itch.io page

Results

CriteriaRankScore*Raw Score
Black and White#1724.2004.200
Art#1763.0003.000
Gameplay#1882.7332.733
Music#1972.5332.533
Overall#2202.8562.856
Theme#2642.2672.267
Originality#2712.4002.400

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I like the atmosphere and the sound! But I cannot understand the process that the first process that I cannot collect the skull. But when the screen turns red, I know it goes well. And when you are hit by the enemy, the view becomes narrow. I like the design.

My mouse is burning(click-click)

(+1)

El concepto está bien, la jugabilidad es simple pero entretenido, me gusto

Developer(+1)

¡Me alegra que te haya gustado mi juego! Muchas gracias por su feedback. :) (Por favor disculpeme, mi español es muy malo xP)

Submitted(+1)

Nice game, I like the music and SFX, the shooting  and running also cool.

I like the health bars and the fact that the screen narrows with each death.

Congrats!

Developer

Thank you for playing my game!

I'm glad you liked it! Thanks for the feedback too!

Submitted(+1)

The game had an interesting concept, however, some of its execution could be improved. I wish you didn’t need to press the mouse button for every arrow and instead hold it so that arrows are shot constantly. It’s weird that, whenever I lose, I’ll just respawn with the same number of enemies, and in the same location. Without having the crossbow at hand, I can only die faster. The reason why you can’t pick up skulls isn’t obvious, which leads to more confusion once you start to pick them up.

Developer(+1)

Thank you for playing my game!

The respawn thing with the enemies still in the room is because it's not you anymore, it's the other prisoner! xP (And it was made to fit the loop theme). If you die, you drop the bow, in order for the next prisoner to pick it up.

For the skull thing, the collection becomes available only when the "boss" (the larger enemy) dies. Then you have 30 seconds to collect 8 skulls in order to open the hatch (witch leads to a win). As soon as the boss dies, the doors at the top start spamming enemies. If the boss respawns (30 seconds) and you haven't won yet, you drop all the skulls, and have to start over (kill the boss > collect another 8 skulls > find the hatch to escape).

The click-to-shoot thing is a recurrent complain, I will address that issue after the jam as you suggested (by having a rate of fire and just holding the lmb). :)

Thank you very much for your feedback!

Submitted(+2)

Understandable. In that case, if would’ve been great to have a visual difference between prisoners, just to express that idea.

About the time limit, a timer would do wonders to let the player know what is going on.

And sorry, I totally forgot to congratulate you on my first comment and it only seems that I focused on the feedback, but congrats on submitting a game! It’s not an easy feat at all, and it’s great that you’re continuing your work after the game jam ends! Good luck with that!

Developer

You are right, I didn't thought of making some differences to tip the player that it's another prisoner. I did thought about implementing the boss timer, as you suggested, but I guess I forgot. I'm still learning how to properly plan a game and do the pre-production steps, so I don't have to come up with stuff "on the fly".

I will improve the game on the feedback that I received, but will not move forward with it too much, as I'm wanting to try other concepts, like, I've played some Point-And-Click games that I really enjoyed, and that type of game bring me so much nostalgia, so I will try to make one myself :)

Thanks again for your time, and don't worry about the congratulations thing :D

Btw, I played your tower defense game again and was finally able to shoot! Hahahaha xP

Submitted (1 edit) (+1)

Interesting concept, but I found it quite difficult and I'm not sure why sometimes I can collect the skulls and sometimes I cannot.

EDIT: I gave it another try and I was able to win!

Developer

Thank you for playing my game!

Just for you to know, the skull collection becomes available only when the "boss" (the larger enemy) dies. Then you have 30 seconds to collect 8 skulls in order to open the hatch (witch leads to a win). As soon as the boss dies, the doors at the top start spamming enemies. If the boss respawns (30 seconds) and you haven't won yet, you drop all the skulls, and have to start over (kill the boss > collect another 8 skulls > find the hatch to escape).

Thank you very much for your feedback!

Developer

Btw, I'm rooting for your game to win! It's the best one I've played so far!

Submitted(+2)

This has a good base for a game. I think collecting skulls should've been explained in the game itself as it took me a good time to figure out that I was supposed to be collecting skulls at all. Also after I got hit once somehow I couldn't collect skulls anymore. That should be explained as well I think.

As for the mechanics, I think the way you've set it up really encourages click spamming, and my finger felt really sore after a while :S

The music was really good despite being kind of drowned out my sound effects of enemies dying (which were pretty hilarious btw). 

Developer

Thank you for playing my game! I agree that the skull collection thing could've been explained at all, I will improve that feature after the jam. 

But just for you to know, the skull collection becomes available only when the "boss" (the larger enemy) dies. Then you have 30 seconds to collect 8 skulls in order to open the hatch (witch leads to a win). As soon as the boss dies, the doors at the top start spamming enemies. If the boss respawns (30 seconds) and you haven't won yet, you drop all the skulls, and have to start over (kill the boss > collect another 8 skulls > find the hatch to escape).

The click-to-shoot thing is a recurrent complain, I will address that issue after the jam (by having a rate of fire and just holding the lmb).

I'm glad to see that you liked the sfx xP

Thank you very much for your feedback!

Submitted(+1)

What I liked:

  • I really liked the art style. I've said this a lot during this jam, but the hand-drawn art look is always going to get kudos from me.
  • Player speed and movement felt right for this type of game.

Suggestions/Questions:

  • It didn't seem like I was accomplishing  anything or beating a level. The HUD indicates that I should win at some point, but that never happened, and it always let me know when the enemies would win. Was this an attempt at misleading the player?
Developer

Hi there! I'm glad you liked it! There is a way to win, but maybe it's not obvious enough. But it wasn't meant to mislead the player. Thank you for your suggestions, all the feedback is welcomed! :)

Submitted(+1)

I killed dozens of dudes and couldn't seem to escape. Reminds me a lot of the old school game Gauntlet which was really cool. Overall solid basis for a game but could use more time in development to flesh it out a bit. Well done!

-Ken Rampage

Developer

Hi there! I'm glad you enjoyed my game! There is a trick for you to win, but it wasn't clear enough, so I will try to improve on that, on my next games! All feedback is welcomed! Thank you!