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A jam submission

E-Motional EscapeView game page

Maze clicker written for the Godot Wild Jam, May 2020
Submitted by ObsidianBlk — 17 hours, 7 minutes before the deadline
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E-Motional Escape's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#393.3614.000
Fun#602.6613.167
Audio#652.4502.917
Controls#652.5913.083
Overall#682.6023.097
Graphics#692.5213.000
Theme#842.0302.417

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.2.1

Source
Already available ... https://github.com/ObsidianBlk/EMotional

Game Description
E-Motional Escape is a "Platform Clicker" about a little emotional ball of energy you need to push through a series of labrynths. How you interact with the little E-Ball will raise and/or lower it's various emotions, and, depending on which emotion is dominant, trigger some environmental effects.

Discord Username
ObsidianBlk

Participation Level
First time for this Jam

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Comments

Submitted

A little hard to understand at first, but good agree with comment below, that the way it used the theme was creative. Nice game!

Submitted(+1)

Pretty fun, although a little hard to wrap my head around at first. Really interesting idea though, I like how it tied into the theme. I felt like the aggression accumulated a little bit too easily, that made it a bit too difficult.

Submitted

Interesting idea! I liked the mechanic of flinging yourself using the mouse. It keeps things simple gameplay-wise, and we can focus on interacting with the environment. The animations help create more responsiveness in the game as well.

I didn't really know what I was supposed to be doing, so I just kept flinging myself until I saw some arrows, then I followed the arrows until I reached a portal. Was that right?

Also, I didn't get the bars in the upper left. Are they supposed to be health or something? Sometimes I would fling myself to the spinning spiky things and nothing happened, so I'm not sure if I wasn't supposed to be doing that or not.

Can't wait to play this again once it's more polished!

Developer

I'm very glad you seemed to enjoy it, even if it wasn't clear. I did not have time for tutorials or in game text, and I apologise for that. The bars on the top left were the ball's "emotions". The domination of one "emotion" over others would dictate responsiveness. If you dunked the ball in colored water (changing the color of the ball sparkles) would actually allow the arrows of the same basic color to push the ball in the of the arrows.

Thank you very much for playing!

Submitted

Interesting idea and good execution with nice graphics and sound.

Felt a little overwhelmed at first, tutorial level definitely would have been helpful (didn't even know it was a clicker game until I came back to this page and reread it).

But it's very original and well made for just one week... good job!

Developer

thank you very much.  Sorry it was so initially overwhelming. It definitely needs some tutorial levels... something I will have to work on. 

Submitted

The idea is there! I felt overwhelmed at the start but then I started learning as I went. I feel like, for how the game controls, the way aggravation rises dramatically when you hit something makes the game unfairly hard. But, with some tweaking to that, and some simpler levels to start with, this game is an extremely creative puzzle platformer.

Developer

you're absolutely right about the aggression.  Even I felt add much as I was building,  but I was spending so much time working on the ball itself,  I was running out of time and had so much more to get working.  I intended to go back,  but,  ultimately ran out of time.  I also agree about the simpler levels to start.  Sadly,  that was another sacrifice to time.

Thank you very much for the comment and trying my game! 

Submitted

Nice game, but the maze are a bit too complex, it would be good to start with very simple maze with fewer mechanics (maybe only gates), and introduce the other mechanics one by one, like a tutorial. Here, we don't even know what the exit look like!

Developer

You are very right!

I had thought about tutorial levels, but I actually didn't get to even designing levels until about a day prior and felt pressed for time. If I were to spend some more time with the game, I definitely would have started with the simpler levels.

Thank you!!

i dont understand