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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
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Comments
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!