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Get Out!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #16 | 3.704 | 3.704 |
Theme/Lore Reference | #23 | 3.481 | 3.481 |
Innovation/Design | #24 | 3.370 | 3.370 |
Overall | #27 | 3.281 | 3.281 |
Audio | #37 | 2.889 | 2.889 |
Aesthetic | #50 | 2.963 | 2.963 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you incorporate the theme and lore?
"Break the system" by hacking into the mainframe and stealing the secrets from this mystery building, or "break it" by refusing to do as you are told and just get out of there.
"You can feel the potential" of the items you pick up, giving you the power to escape. But that escape... is it actually "the end"? are you actually "free"?
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Comments
Its a cool game with intense challanges and hard senareos
Thank you for playing!
Been going at this for days now! I've been so focused completing level 20. xD I had finished everything and was on my way to the exit when I was caught just now. There was a couple of days struggle to get the game working, but installing via the itch-app was indeed the solution - and it was worth it!
I put a lot of time into playing this, it was fun for a very long time, and very interesting due to the (very cool) map randomisation. Even though I was brutally punished, I'd say my favourite maze was indeed the 20-sized. After a while, when you had explored a larger section of the map and actually had to consult the map to see where the door you'd missed were, and what path you should take there - it was a lot of fun for me who have a soft spot for puzzles and tactics.
I also think you've done an amazing job with minimal assets. The colors, movement and animations actually made me not even react to the character being "only" a cylinder. My brain was sort of tricked for a long time that it was a lot more detailed than that (this is a good thing!)
Lastly, an improvement suggestion: while it was tons of fun and adrenaline-pumping to have one shot only and no misstakes were allowed, now when I was caught the last time after a looooong period of playing and exploring, it was just too much of lost progress to restart again. Some sort of allowance for one misstake would do a lot. Like when you've opened 10 rooms you'll activate some "extra life" that would make you restart the room you were caught in, but to get a new extra chance, you again need to complete X rooms. Just a thought! I will come back to this! :D
Thank you so much for your nice comment!
I’m reworking the game so it is a bit more optimized and I’m planning to add more rooms and challenges to make it less repetitive on bigger mazes (though I’m glad to hear that even for the level 20 it still feels nice).
Also thank you for the suggestion. I’m now thinking of a nice checkpoint feature to add.
Glad you enjoyed the game so much…
Hope you revisit it when I update it!
I will! :D
Nice entry. The maze style was cool and the difficulty names EPIC, I got stuck in a wall when entering through a door,I got stuck in a wall when entering through a door, I suppose because the character does not appear in the center when he enters but maintains his position in one of the axes and teleporting in the other. good game
Thank you for playing!
First comment about the difficulty names, thought I add them in vain haha.
Thank you for the feedback and the bug report (you are correct about the issue, haven’t had the time to fix).