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Traphouse's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audience's Choice - Asset Implementation | #2 | 4.525 | 4.525 |
Audience's Choice - Player Experience | #3 | 3.915 | 3.915 |
Audience's Choice - Game Design | #4 | 3.729 | 3.729 |
Ranked from 59 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Actually being able to move around on your own is a nice change on the “escape sequence” formula, fun to play, and I hope there’s an update later to get that missing CG 👀
Thanks Mitts! I’m definitely gonna use this formula again in the future for another escape like game. And there will be another update, this Friday or next for the missing CG’s.
CAUTION: SPOILERS BELOW
Summary:
Escape room genre in the style of an RPGmaker game. Dialogue heavy, with incredibly well drawn images, mostly focused on advancing the plot with short scavenger quests.
My Experience:
Coming into this game, I could tell almost exactly what I should expect, and I wasn't disappointed. Typically, these style of RPG-esque menus and dialogues work best when there's a lot of attention to detail and secrets, which there simply isn't time for in a week-long game jam, but what has been made is very impressive (even if, along the way, I did find mismatched descriptions and dialogue!) I still haven't found the chair CG picture (hints appreciated if it's implemented) but otherwise found two "bad" ends as well as the "good" one. Gameplay is quite repetitive, you go from room to room and pick things up by interacting with them with little challenge or traps to fall into, but the writing and artwork compensate well enough to get away with it. It's particularly nice that doing intuitive actions leads to bad initial outcomes. Also, the robot will give hints as to what to do and where to find things if you pay attention, which serves as a good player aid if you want one, but also doesn't get in the way or signpost too heavily. A small gripe, in that I lost all my progress after the first bad end because there's no autosaves, but that's an RPGmaker issue generally rather than a game issue. Very much enjoyed this one and hope to see more like it in the future!
Theme Fit:
The artwork is constantly on screen and the plot revolves around being tied, having to do things because of it; generally, plenty of justification for mechanics and story progression. Beyond that, the verisimilitude of being restrained doesn't shine through in raw gameplay - movement and actions bound/unbound are effectively the same, so it's really mostly the art and plot.
What Could Be Improved:
You can speak with the robots for hints ;)
Yes, I mentioned that in my review already - does it hint at the chair CG?
Thank you so much for that write up! You pointed out all very good points that I’d like to improve upon.
I was thinking in longer projects, if I was to follow this design style, I would definitely include mini games for certain actions. Think something like those “escape the room” mobile games you always see. It would also open the path to some 3D games mixed with 2d assets.
Also thanks for the heads up about the interactions, I actually have a tip system that highlights them to make it easier but I just couldn’t get it to work in the browser version of the game.
I think that'd be a fun way to do it, yeah! Especially bits like grabbing the laundry with a hook or even just turning on the tap (maybe? might be a bit rubbish) would make you feel more bound IMO. Absolutely huge fan of your artwork by the way!
...and on a side note, I found the last CG and now feel very dumb to have missed it earlier 😅
I was so happy to see a Bondco game in this Jam! You inspire me to create my own art, and hopefully some games of my own! Great game! I can't wait to get all the endings!
Thank you so much and that makes me very happy I’m inspiring you! If you need pointers or tips don’t hesitate to message me :)
this one is my favorite of the contest
Thank you very much! The jam had some really good entries! :)
Very nice art for a short jam, and fun writing, slightly lacking basic gameplay of walk around and interact with stuff, try not to interact with items that give you bad end, but cant deny I had fun
Thanks! I’m thinking next time for certain interactions I’ll include small mini games for added fun :)
Delivers a short quaint story along with multiple endings depending on current game state, and the thee chance system is a clever way to warn the player of a incorrect guess paired with a save function to solve the problem of 'going back to start' is always nice. solid art work and the writing style has sass and puns, always a pleasure.
Thank you very much! And yeah I loved the writing Arankin delivered, it really brought the character to life.