Play game
Escape Inferno's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #23 | 4.018 | 4.018 |
Aesthetics | #48 | 4.291 | 4.291 |
Theme | #55 | 4.055 | 4.055 |
Music | #129 | 3.618 | 3.618 |
Mechanics | #162 | 3.509 | 3.509 |
Sound | #166 | 3.255 | 3.255 |
Fun | #282 | 3.255 | 3.255 |
Ranked from 55 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
2
Link to your source?
https://github.com/awesomeedl/GameDevTV_Game_Jam
Leave a comment
Log in with itch.io to leave a comment.
Comments
I also like the art! also good use of the theme.
My only other suggestion would be to flash the player or something to help orient the player. Sometimes it took me too much time to find where I was.
Thank you for your compliments! We agreed. After the transitions, we definitely need more visual indications of where the player character is.
Really interesting art and feel to the game, was very well done!
Early levels could do with more time between respawns, felt I was just dying to quick and to often to grasp what I needed to do. Need my hand holding early on until I've gotten to grips with the game. Build up the difficulty/complexity from there.
Well done creating this! Fun Jam game :)
The difficulty and the timing are definitely a problem. It is unfortunate because we think that if we have more time to build more levels, we can introduce the mechanics better and let the players build their skills properly. Thank you for your feedback!
Nice work submitting!
Loved the characters and the game mechanics. Nice work! The story was a bit too heavy for my tastes; Feels like I have a two-page paper about the meaning of freedom and escape due tomorrow. :D
Thank you! We didn't spend much time on the story so it will need an overhaul. But it's a game jam so we can't get it where we want it to be. Sorry for being too heavy! :)
Played and rated. Great submission!
Pros
Cons
Overall I enjoyed thinking out the puzzle and I had the story in mind without paying that much attention into it.
Would appreciate if you check out and rate our game as well: https://hadilepanda.itch.io/rise-of-necromancy
Thank you for taking the time to rate our game. The dialogue system was quite rushed so it can absolutely use some improvement!
Congrats on completing the jam! Definitely an interesting take on it. The forced spawn location change just resulted in having to force respawn 3-4 times every time you made a mistake/got stuck on a rock... it'd be awesome if you could choose your spawn location, or if it stayed the same until you manually advanced it.
Thank you so much! Letting the players choose the respawn locations is definitely something we will consider.
Well done! I think the art looks nice.
Thank you! Glad you enjoyed it!
Awesome game! Great visual style and art, and pretty much everything! Very polished and impressive for 2 devs and 10 days!
Thank you so much! Glad you enjoyed it!
Congrats on submitting your game!
I loved the artwork. The characters were emotive and full of.... character! The core loop of the game felt pretty cool, too. However, I think the timed element of it was completely unnecessary and made the game overly confusing and difficult. It often took me almost a minute of just looking at the screen to even figure out what I needed to do, so the constant respawning made me way more anxious than needed. Did you try the game without the timed/forced deaths? Does it still work?
I like your story, but I think there was just a bit too much of it. The characters were visually appealing, but I had little interest in what they had to say. I think they might have all had too much to say and it wasn't obvious who was speaking in later conversations, especially with the winemaker.
Still, y'all did great on this. Keep making games!
Thank you for the detailed feedback.
Regarding the respawning mechanics, we actually think it is what makes our game unique, as you have to plan ahead and make good use out of every life. It also fits pretty well with the theme of the game jam, since with every death the character spawns at a different location, hence a "new beginning". That being said, we think there is work that can be done to familiarize the player with the mechanics more, as currently the difficulty spike is pretty big, and that's probably what's throwing some people off.
We agree the dialogue can be too much. We wanted to incorporate a good story with the game, but it might not be as captivating as we thought it would be. We will keep that in mind for our next game.
Thank you again for giving our game a chance!
Loved all characters and game mechanics.
Thank you! Glad you enjoyed it.
What i like
What would be good to have
To be honest i got frustrated at the death feature haha... once i missed my opportunity, i had to teleport like a rotation to try again. But overall, its a very well put together game. I'm sure people with bigger brains or greater tenacity will enjoy this more than me.
We appreciate your detailed feedback! Regarding the difficulty around the timer, we have gotten many similar comments, so it's definitely something that we are aware of already. If we have a chance to update the game post jam, our main focus would be fine-tuning the difficulty. Thanks for playing our game!
I really enjoyed the story interactions, it flowed quite nicely. I have to agree with Parven that the visuals of the walls weren't different enough to immediately understand the level, but after a few deaths you could definitely tell what was going on.
Incredible art! I wish I could create such interesting character designs for my own games.
Even though the gameplay itself was very short, I enjoyed figuring out the puzzles of each level with progressing through the story and meeting new characters as a welcoming reward. Would love to see it expanded upon!
Thank you for taking your time to play the game and read through the story. If we do update the game post-jam we will tackle the visual clarity issue. We really appreciate your feedback!
This game is quite imaginative. It has fantastic gameplay mechanics. However, I believe you should differentiate the wall and floor colours because they can be confusing to me at times. Aside from that, this game is fantastic, with stunning graphics.
Thank you for playing! Visual clarity is definitely a thing that we should improve on.
This is such a great game. It could definitely be developed on further into a full title. The quality here of the mechanics and control was great. I liked the puzzles, too. Not too difficult but they did make me think as to the best approaches. And the art!! I loved the art especially he character portraits. So good. Great work to the both of you!
Thank you so much for your encouragement. We are very happy with how the game turns out as well!
"We don't have enough dev time for that" Great dialogue line. XD
Great storyline, fits nicely with the theme of the jam, also nice art.
At first it was confusing to play, as the spawn point changed very quickly and I didn't have time to plan where to move. But after some respawnings and taking time to study the map and guard patterns, it was just a matter of timing the moves right. Fun!
The volume was a bit loud though. It would've been nice to have a volume slider or at least have the default volume a bit lower.
Great game!
Thank you for putting up with the confusion and reading through the dialogue! We're glad people seem to be enjoying our game!
Takes some getting used to but the idea is solid.
One of the better stories also.
Played it a second time after reading some of the comments and understanding better what you did and I have to say its now one of my favourite games of the jam, added it to my collection to play more postjam.
Thank you for giving our game a second chance! I'm glad you like it. Hopefully we will have time to update post-jam.
Fun game!
Cute entry! I liked the mechanics a lot. I've read a comment about how it is too hard, and at first I agreed with that statement; it was really rough to keep up. But then I started planning ahead, looking at what the next fire spawn would be and be prepared to go for my goal once the right spawn came up. After doing this, it definitely wasn't too hard anymore, it just required a different approach and I feel like that might've been what you were aiming to do!
I wish there was a volume slider on the web version (I hope I didn't simply miss it haha) and the dialogue was a bit too overwhelming for me, but besides that, with the aesthetics, the very responsive controls, and the puzzle-like mechanics, I really enjoyed this submission a lot!
I am glad you like the mechanics! Thank you so much for playing and your valuable feedback!
There are many things that we wished we could've done (accessibility options, music and SFX sliders, etc.) but due to the time limit we have to cut some features. I guess that's the charm of game jams. To choose some features to implement over the others.
Wow, I'm super impressed with the quality of this game. I love the character art that pops up during dialogue sequences
Thank you for playing! We worked really hard on this game so we really appreciate your feedback :)
UI and graphics are great as well as the concept. I do agree the timer between spawns does need to be a bit longer. I could barely move before I died again. Great submission!
Thank you so much for playing and feedback! Apologies for the short timers!
I like the idea. The difficulty is a too ramped high for something like this I would think. I would say crank up the time that you have per death point. I barely get enough time to see what's going on. Maybe even a pause to see where everything is and how the enemies move, then a keybind to start. Mainly cause of the cut to black at each death, it adds to the difficulty of seeing what to do and where you are. Like I said, I really like the idea. Just a little too rough.
We agreed wholeheartedly. The puzzles are indeed quite hard to see. We've tried having a pause with no transitions between deaths to make it easier to look at, but ultimately we decided against it as the enemy will reset/change path and it is difficult to present. We are not sure how to fix this but we have included respawn points where enemies won't touch, so hopefully the players can use that to look at how the enemies move.
Oh for sure. I hope you don't take it personal. Maybe even adding 50-75% time to give people a chance to see where they are and what's going on? Please don't take it personal. I like the idea that your team went with for game mechanics and story. I hope you all feel proud of what you accomplished. I was reminded by a friend to lower difficulty in Game Jams since people put in little time/effort per game cause of the sheer volume. I made huge changes just for that fact alone that I normally wouldn't have. Be proud and I hope you all had a great time. It showed you loved the idea!
No worries, we don't take game feedback personally, especially when your feedback is good. We just played your game and it was great! Cheers!