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Live, Die, Escape - A new game + discussion

I wanted to make this post as a quick announcement about a new game I have started working on recently. The current name is "Live, Die, Escape" and it will be a top down puzzle and escape game designed with maximum fun in mind.

I have a couple goals in mind with the development of this project. First, and most concerning, this is the first game that I have worked on using the Godot engine and I hope that it provides a good learning experience for me. I have only recently started picking up this engine, but it has so far been going very well and I am very happy where the game is at with it. I believe that this is the best engine I could have chosen for the development of this game due to its simplicity to use as well as its proficiency in 2D. My second main goal is to create a game which is not focused on violence. I believe this will be a challenge for me as well due to the ease at which games defined by violence can be created. I am seeking a slightly more intellectual approach which focuses on good game design, interesting puzzle mechanics, and thoughtful decisions forced upon the player. This will of course not be easy, and intelligent game design is a skill all on its own, something I'm not great at as a fairly inexperienced developer. It is safe to say that this game will push me and, hopefully, still be within my capabilities to create.

Here are a few images of the game in its current state. (The art is of course all temporary)



A main mechanic of the game is that each time you die you can respawn in the same location, with slightly altered, randomized stats. There will be obstacles which must be avoided or disarmed throughout the levels. Some of the ideas for the level types are inspired by Portal, as reflected in the art for the laser turrets.

As part of my development process, I am planning on posting weekly devlogs on here, giving updates on my progress. I am also hoping to have a playable early access version of the game out at some point in the not too distant future, although the timeline of this depends on how quickly I am able to get work done. From these devlogs I also hope to be able to get feedback from the community in the form of comments, criticisms, or ideas. I really value feedback as a part of my process and am always seeking to improve my skills as well as the experience of those who choose to play my games. I hope that you continue to read my logs and stay up to date with my game, and maybe even chime in with feedback down the line if you happen to have any. Thank you for reading!

Calvin

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