Yes! 10 levels beaten, 10250 score. Nice pixel graphics, great level design and banger music! Some level patterns were quite challenging, but that made it feel rewarding when you finally got them and were able to finish in time. Well done!
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Escape the Castle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Implementation (rate the game's overall stability and functionality) | #32 | 3.176 | 3.176 |
Gameplay (how good was the user experience, game design, narrative, etc?) | #34 | 2.843 | 2.843 |
Presentation (rate its art, animations, sfx, music, and aesthetic appeal) | #65 | 3.000 | 3.000 |
Overall | #75 | 2.718 | 2.718 |
Creativity (how unique or innovative was this experience?) | #127 | 2.294 | 2.294 |
Theme (how well does the game fit the challenge theme?) | #148 | 2.275 | 2.275 |
Ranked from 51 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
List the Itch usernames of all official team members.
hamidrezakhaki
How does your game fit the theme?
At each stage, you must grab the fresh air bottle so that you can take a deep breath before the fresh air runs out
Comments
Ooooh, this is fun. It's a great game, I like it!
Some problems in my opinion.
Movement feels slidy, making it hard to control. It's probably because it's grid based. I think it would better if the grid steps were brought out better through animations. So the player doesn't move in a linear speed but each step starts fast and ends slowly easing into the next tile.
The oxygen mechanic feels a bit pointless as you could remove it from the game and it would still be a game. So the theme is a bit of a miss in my opinion.
Other than that it's a cool game with a lot of potential for challenging levels. Maybe lose the grid movement and it could be a full on rage game kinda thing.
Very fun! The air meter felt generous enough that each level felt do-able but wasn't too generous that the challenge felt lacking at any point. Everything was very clear such that I didn't have any problems figuring out what to do and could focus more on solving each level. Well done balancing everything and planning things out. Nice job!
Very fun game and the 8 levels I played through I thought were very well made, even though level 5 had me stumped for a good few minutes. I also agree that the movement had some input lag to it, which made it feel very awkward in the beginning, but I got used to it after a while. Overall great job on this game!
One of those games, where you can lose track of time by just playing through the in-flow no interruptions experience. Goes without saying that polish is super high & attention to detail is higher. The puzzles are fun to solve, while being on the edge of challenging enough that it's not too easy. The level design is clearly well thought & rewards the your skills.
I feel like the use of theme was sort of not shown enough, while it does play a key role, it is not expressed visually enough to the player.
The grid movement did feel a bit laggy & not super precise which in grid based puzzle games can be annoying.
These are just a few things here & there which can be improved very easily, It does not take away anything from the experience but can definitely enhance it.
In the end, it's a damn good job well done.
One of those games, where you can lose track of time by just playing through the in-flow no interruptions experience. Goes without saying that polish is super high & attention to detail is higher. The puzzles are fun to solve, while being on the edge of challenging enough that it's not too easy. The level design is clearly well thought & rewards the your skills.
I feel like the use of theme was sort of not shown enough, while it does play a key role, it is not expressed visually enough to the player.
The grid movement did feel a bit laggy & not super precise which in grid based puzzle games can be annoying.
These are just a few things here & there which can be improved very easily, It does not take away anything from the experience but can definitely enhance it.
In the end, it's a damn good job well done.
Super polished with a nice looking retro aesthetic.
I like the mix of a straightforward goal mixed with the intensity of the time-limit. Having goal split between coins, keys, extra bottle and then the goal made planning out a route a fun experience, with the oxygen bonus being a nice incentive to keep getting better and nailing tight timings.
The core loop reminded me a bit of the hectic pace I felt in Half-Minute hero, very well done!
i like the pixel art and grid movement that gives a bit puzzle feeling.
Very polished game! I love the pixelart it looks really good! The stages are a bit tricky but they're fun and it's a huge qol that the stages reset immediately after you die! Very nice!
Really liked the art and the concept, I had fun playing the levels. The movement style didn't match the type of game it was. Free based movement or instant snapping would have made it feel a lot tighter. Great work, fun game!
It is a fun little arcade game. A bottle of fresh air?!😂 looks like someone is a fan of "The Lorax". The grid-based movement was a drag, to say the least as it kind of felt unresponsive as the timer was ticking away. This kind of movement does not go well with timers (in my opinion). My recommended fix to this game would be to make the movement free (not grid-based) or to not deplete the oxygen as a timer, but with each step the player makes as this would give the game a touch of strategy and planning.
Fun retro arcade-style game. Congrats on finishing this for the jam.
Art design fits and looks well, although I have seen this art in other games before, namely Peglin. The Player Knight and Goblin are not original. Player movement is infuriating and hard to control. The game could be clearer on how its mechanics function, I was abit lost at the beginning. Also I cannot find out how to exit the controls menu.
Beat all 10 levels and really enjoyed doing! Really fun little puzzle game with great music to boot! Only thing I can find fault in is the movement. Since the player is on grid and each move will be the same distance, it can feel a little bit unresponsive when you try to switch directions mid movement. I think just snapping the player to the next spot might feel better. Overall great work though! Nice use of the theme!
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