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Escape the Factory's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sensory | #14 | 2.530 | 3.200 |
Enjoyment | #17 | 1.897 | 2.400 |
Overall | #17 | 1.818 | 2.300 |
Execution | #19 | 1.739 | 2.200 |
Metroidvania | #21 | 1.107 | 1.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team/Developer
Michael Guida, Alessandro Pollanca e Niccolò Caltabiano
Engine
Unreal Engine 5
External assets
Mixamo animations
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Comments
A note about my judging: My rating scale starts at a baseline 3/5, anything good done raises a score, things that are less good can lower a score. Genre is rated generously. As a game-developer I know that when giving feedback, while I can give suggestions, it's up to you as the developer to determine what accords with your vision.
Enjoyment 3/5: I enjoyed my time with this one overall. It would help if the many enemies were a little less spongy.
Execution 2/5: I appear to be softlocked and unable to defeat this enemy which I assume is blocking progress. A little janky overall but not criminally so besides that.
Sensory: 4/5. No music, but the sounds and cel-shading get you here.
Metroidvania: 2/5. There's exploration but nothing particularly MV, classically or modern-ly, jumps out at me from what I've gotten to before this presumed softlock. It's getting 2/5 on the genre instead of 1/5 just in case I missed it by your bad luck.
Suggestions: Less spongy enemies and/or fewer of them.
More clarity on how to dodge attacks.
A longer range weapon at the start.
Overall a pretty impressive effort for a month long jam, but could use a bit of polish on the encounter design/execution front. I'm not an FPS gamer normally, though, so I'm playing a bit outside my wheelhouse with this one.
Thanks for the feedback!
I’m happy that overall you enjoyed your time with the game.
Execution: i agree with you and i want to add on that. Our gameplay lacks game feel which is a critical part of any game mechanics. I had planned player’s bullets hit VFX and sounds to enhance and communicate what was going on the shooting side but due to our messy work schedule i had to push it on the bottom of the list. Rigging the model and weight painting him inside Unreal costed me a lot of time which shoul’ve been spent on polish, the softlock is clearly a result of that and we need to be more organized with our work pipeline, you’re feedback has been crucial.
Metroidvania: the game presents a new gun which unlocks a the end of the game. This is bad and i agree with you but this issue derives from the same events of Execution part.
Thank you for playing and giving us feedback, it was crucial.
Brixia
I like the cel-shaded style! This could be a great indie shooter if you expand on this a bit. It would feel a lot more satisfying to see the shots hit and/or stagger the enemies.
thanks for the comment and for playing!
I strongly agree with you on shooting feedback and more in general the entire game feedback. Due to time constraints these are some of the things which we had to “cut” and ship without properly polish them. Maybe in the near future i wil release a patch to add guns hits feedback and cleaner enemy attacks feedbacks.
Regarding the expansion of the game scope we are thinking about using this game as a prototype to try something different in the next game jams, but for now the only concrete step in the works is to publish the Linux version of this prototype.
thank you again for playing and for feedback,
Brixia