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A jam submission

Escape the FogView game page

Plan and parkour your way around building tops to escape a menacing fog that follows you closely behind
Submitted by OwenMaes, Jerreeee, Ghata, olzyioannaa, Christopher Null (@NiffBlueGriff) — 92 days, 3 hours before the deadline
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Escape the Fog's itch.io page

Results

CriteriaRankScore*Raw Score
FUN#142.7732.773
Idea#212.8642.864
Polish#262.2732.273
Visuals#272.8182.818

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

When I first saw this game it looked so cool and promising. A 1st person runner where you evade a fog? Prince of Persia vibe all the way, that gets my interest.

Sadly the movement feels a bit unpolished and clunky.  I usually feel like I've jumped over an edge and let go of the spacebar, only to get sucked back down because the animation didn't seem to exactly have finished yet. I like the idea of having to conserve momentum and looking into the way you want to go, but at some instances it doesn't feel like the character's going where I want them to go and I get stuck in a lot of places seemingly randomly.

Play-wise I always seemed more lenient torwards a single path, which is kind of a shame since you miss a bit of the rest of the level. The skulls try prevent you from always picking the same path on "Hard" difficulty. But what happened was that I just jumped around them and discovered ways to just wall run over them to speed up the same path I already chose before. 

I checked the settings before my first attempt and the difficulty's set on "easy" by default. Now, to me, when "normal" isn't the default mode, the mode the developpers inteded the game to be played at, that seems a bit like a red flag already. That seems to aknowledge that the game's either too hard, or not easy to use; not in the "git gud" mentality but more "it's clunky and we kinda turn a blind eye to it" mentality.

Level-design wise I like the yellow paint marks to show the player some paths they can take. I would've liked to see more variation in this. Maybe some spot lights or different colored lights to indicate a path, or some obvious leading lines with the props a bit more. There some present but the contrast of the game in general is a bit flat so you don't really notice it that all too much.

Overall I think with a few tweaks, this game could be so damn cool but right now it comes up a bit short.