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A jam submission

The Escape from CorrinView game page

A short game made for the 5th annual Driftwood Game Jam. Battle through space against the Automatons!
Submitted by philip2736 — 7 hours, 48 minutes before the deadline
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The Escape from Corrin's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#133.6754.077
Overall#292.7973.103
Writing/Story#312.6352.923
Gameplay#352.0802.308

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Wow, this game is cool! I totally encourage you to expand on this idea, it's very very creative and well done... except for the bugs haha. The story is nice too, you've done a great job with it. :D
  • Hey there :). Nice game. The gameplay is very buggy : hitbox are completely off, damage text box are cutted and some times there is number like "123456789" that appear we don't know why, and the game over don't work. But i really appreciate you tried to make something original, and i gave you some good extra points for that. If you manage to fix all those bugs, you'll have a pretty nice game. Nice cutscene too, maybe a bit too long. Also, it's a bit confusing when there is dialogue that appear both on the top and at the bottom of the screen. Anyway, great job, thank you for your submission, see ya :). Drag

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Comments

Submitted

Alright, this is Escape from Corrin. A space maze with a shoot'em up mechanic. A very original game... I have a lot of problems with.

- There is... some kind of a text problem in the options.


- The timer have literally no impact on gameplay. Not even the starting cutscene. You can let the timer go, it is completely useless. And for some reason, it stays for gameplay sequences for a moment. Nothing would change if the timer were to be removed entirely.

- Little cutscene problem.


- Hitboxes are very janky. For the player and the enemies alike.

- Herrrr... I died and instead of having a game over, this happened:


- Getting through the exit in this state will trigger a game over. The reason why is that Serena is finally the only party member. (For some reason. Why was there so many in the party in the first place?)

- Charging the laser for a long time then launching it results on the skill not activating and a loud annoying noise that only stop upon attacking/charging again.

- Almost anything spend "mana". Even shooting. Not even using a skill, just the basic weapon. It isn't much, but I never heard of a shoot'em up where shooting is restricted even so slightly. You just have to spam your skills and you may find yourself locked from shooting at all for a short time.

- Oh yeah, damage popups are completely broken. You might want to double check that. Impossible to tell for sure how much damage we took.

- There is times where the ship literally teleports where you are and attacks you before you can react. Doesn't exactly scream fair especially when you get to the boss room with 8 HP.

- You can leave the arena and save during the boss fight. (Additionally, the boss can also leave the arena.)

- You can use this trick to trigger the pre-boss cutscene again and have a glance to where the boss can be without getting closer.

Alright, I think that's all I have to say about it. Congratulations at least. I can just respect you for trying something as brave as going so far from RPG Maker MV's limitations. Sadly, to me, it doesn't work out here. (But maybe I'm biassed as I'm not really an expert in shoot'em ups. Despite that, this game have undeniable problems that need to be solved.)

Good luck for the game jam!

Submitted

Very creative space shoot-em-up! Some of the hitboxes are a little wonky and took a while to get used to. The mega laser was very satisfying to charge up and use! I'm glad that the 10min timer doesn't mean much so I could explore around and hunt for all the power-ups (especially that ??? green crystal tease right before the boss room). Had a lot of fun!

Developer

Yay! Thanks so much for playing! Glad you liked the mega laser! Actually had to make 4 separate animations and do this for it to show up correctly:

Your game is next on my list actually!

Submitted

A very interesting concept. I loved the use of tilesets to make ship sprites. The game was pretty buggy and hard to learn. It took quite a while to learn how to use items and the death bug was very confusing. It was extremely creative, and a really good concept. Sadly it was just not executed well.

Developer(+1)

Thanks so much for the feedback! Definitely going to work on a more complete release, and I'll add some way for people to reference buttons etc.

Obviously no one like hearing it wasn't executed well, but I have to concede that it's true for the gameplay. I probably "bit off more then I could chew", which is the main reason I want to release a less beta (or alpha?) version, my perfectionism is driving me a bit insane XD

Jam Judge(+1)

Hey there! Not sure if you saw, but we did high level feedback of your Jam entry on our YouTube channel:

Developer(+1)

Thanks so much Studio Blue! Your feedback means a lot to me! Left a longer reply on the YouTube page.

I had the same issue with turning invisible after dieing once.

Also really wanted to love it, but it was very janky. My kids came in to see why i was yelling that I just CAN'T HIT THEM! lol

Still I never like poo pooing something people obviously put a lot of work into and especially when I don't know how they did it! High on creativity:)

Developer (1 edit)

When you get to the asteroid belt, here is the "hit-box" for the spacecraft. This is where you will be able to interact with weapon crystals and pick up items until I'm able to update the game!

Also, if you attack enemies from the side, usually one square up is where it will register. Attacking from above or below should always work, aside from the occasional glitch. Lastly, if you find the shield, you have to be facing the enemy for the shield to work.

Submitted

I wanted to love this game, mainly for being a shoot-em-up, but... The game's so janky that after a few minutes I just quit. It's a creative use of the ABS but the game's pretty much a game with ABS. Enemies jump from their position after taking damage, I can't pick items, hit detection is wonky and the timer's... what's the point? It makes sense in the cut-scenes but... what's the point of the timer in game?

*sigh* I wish I could say some positives but aside from he premise there are too many issues with the game I wouldn't recommend it until it's overhauled.

Developer (1 edit)

Thanks for the feedback! Yes, the hitbox is definitely wonky... want to fix it in a more "official" updated version when I have more time to solidify the graphics. Timer was mainly for comedic effect, and to help give a sense of time for the cutscenes at the beginning. I would also agree that this is more of a proof of concept game and needs more work to meet my personal perfectionist standards XD

Submitted

Some of the enemies couldn't be damaged, even when they should be damage-able.

When I died, the ship sprite went invisible and I couldn't use skills anymore. I also couldn't figure out how to heal.

As soon as I moved past the barrier of green portals/glowing spots, the sprite rendered for a bit and then I immediately got a game over.

Enemies also didn't get health bars until a later map, where they suddenly had health bars. This was shortly before I died.

I loaded a save I made when the space section started, and eventually I died again and the same thing happened.

In addition, there were a small handful of grammar/editing errors.

The concept is interesting, but there are a handful of bugs that need some ironing out.

Developer

Thanks for taking the time to play my game! Yeah, i noticed a glitch with the damage as well, but didn't see any of the issues you had with enemy HP bars. I also realized after submitting that the Chrono engine went to the next party member after dying, so will need to figure out a way to have the characters but die after the character with the ship's HP reaches zero... maybe a common event?

That totally sucks that it just ended like that at the end!... thanks for telling me. The boss battle isn't hard by any means, since I was rushed for balancing and wasn't able to really find the best balance between attack strength and HP. 

Given the fact that I didn't start making the game until 3/17/20, I'm really happy with what I was able to accomplish, and really appreciate any constructive feedback anyone is able to offer, so that I can make a more  easily playable game and post it for others to enjoy =D