I really enjoyed this game! The dialogue was great and I really liked the text effects, especially the ones you used for the intro. I thought the gameplay was fun and I found it quite challenging at times as well. Great work!
Play awesomeness
Escape Path Beta's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
MOOD | Did this game have atmosphere, or did it make you feel something? | #34 | 4.000 | 4.000 |
Overall | #48 | 3.763 | 3.763 |
IDEA | Was this game innovative, or did it use interesting mechanics? | #49 | 3.875 | 3.875 |
AUDIO | Did this game have great music or sound design? | #50 | 3.750 | 3.750 |
FUN | Was this game satisfying to play or did it bring you joy? | #99 | 3.563 | 3.563 |
VISUAL | Did this game have nice graphics, art or design? | #106 | 3.625 | 3.625 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Let people know how long this project has been going, or share a bit of its history.
I’ve been working on for this project for over a year now, but I’ve taken breaks during busy periods in school in between. It started as a 2d roguelike tutorial from Unity, that I added dialogue to explain the mechanics. That dialogue morphed into all the enemies talking as well and pranking the player into the goofy adventure of Escape Path. I finally just finished the demo and have put it up as a Beta Test, since I expect there to be bugs I haven’t found while playtesting.
Comments
You made me crack some laughs with this game. Thank you for this.
I really like the way you presented the intro and the really funny interactions with the other characters.
I played it until I broke the game (I died fighting with Gart) and I have some thoughts to share. The dialogue is REALLY funny the first time you see it, but if you die a lot (like me), it gets a bit tiresome to smash buttons to skipping text you saw two minutes ago and finally be able to keep going from there. I think the game would benefit from a system that remembers the already seen dialogue to not show again if a player restart the level through the Continue Button. Maybe this could even enhance the experience of finding by surprise some new dialogue (making the game more explorable and addictive), and would also create a more clear sense of progress for the player.
This was too funny bro! Loved the narrative, find my video review below! Looking forward to what you will further make haha
21:30 Escape Path Beta
The audio and art are really nice, but I just couldn't get through all the text. Even with text speed all the way up and holding down shift, there is just too much. When I died on the third level and pressed continue, I was respawned with 0 stamina. I had to restart the game from the beginning and go through the text again. Gave up at that point.
The text is funny, but gets repetitive and tedious over time. Rather than bombarding the player with so much up front I'd sprinkle it throughout. Less is more.
I think you've got something good here, the vibe was fun. I just think the experience needs to be streamlined a bit more.
FUN: This game was fun I played for a while, but I didn't know you use shift to skip until I read the comments. Like the other person said I would prefer enter to skip also. Other than that I thought the dialog was funny and the gameplay was good!
VISUAL: Nice!
AUDIO: I liked the music and the talk SFX.
MOOD: I like how you did the jokes with the narrator and enemies.
IDEA: This game is very interesting and this is an amazing idea!
Can you try my game?
Crate game! ;) Loved the dialogs and the gameplay. However, sometimes I felt like there were too many dialogs.
One small suggestion - use Enter key to end current dialog rather than shift and keep shift to speed up the dialogs.
Good luck with this! :)
I meant Enter to reveal the dialog as well. You press enter once, it would reveal the dialog and pressing it again would go to the next one. Shift can be used to speed it up/skipping (or maybe hold enter for that too). Also, if you're keeping WASD for controls, then it'd better to also keep something like Spacebar to reveal/continue so that the game can be easily played with one hand.
I dont like lots of reading but the humour, dialogues... :D I was really laughing at the monitor, thank you for this game <3 This game made me feel like I have to complete it, it has something special, keep working on it dude!
I agree with Jang Games on wanting to skip dialogue at times, but I also really enjoyed the narrator's sense of humor. This was a fun game to experience and very unique, I especially enjoyed the humor in getting scolding at all my foolish actions.
I really like the art style in this game, it's very simple but also looks good, I like the dialogue concept in this game and even like the lines between the monsters and even the elbow licking one specifically, what I would say is that it could come off as annoying from the first level when every time you stepped, you would have to read the dialogue and it happened multiple times and was unexpected so I just kept walking and kept getting dialogue. I do like the way that it has a "checkers" element to it as I see the game as a board I need to then get to the end by walking around the monsters and collecting different items that will help me survive, good job!
Amazing game about crates, barrels, cool skeletons and spiders. I’ve noticed that all the bugs I’ve experienced are already mentioned below :) So adding just another word of praise to the story :) Ah, yes, I should do at least some nitpicking. The non-pixelart fonts look a bit out of place and sometimes are hard to read (e.g. the one for Gart). But yeah, that’s really minor.
Very nice game! It's a nice concept. But I must mention a few things:
1.) While the dialogue itself is very nicely incorporated in terms of text speed, text sound effects, and overall narrator's humor in general, I eventually found it a bit annoying especially level 1. Every 2 seconds, I would be stopped by a dialogue, I move 2 steps I get a dialogue, I eat the food and I get a dialogue, I break the box I get a dialogue, I break the crate I get a dialogue. After I while I was just like "Bro let me play the game" and just spammed Enter xD. But don't take it the wrong way, I enjoyed playing, I just think you should let the player play the game and figure things out themselves without being interrupted many times
2.) When I died, I pressed Continue and loaded in on the same level but started out with 0 Stamina. So I couldn't move. I was forced to quit the game and replay it.
All in all, I'm giving you a great rating! The things I mentioned above don't really affect anything (FUN VISUAL AUDIO MOOD IDEA). They're just nitpicky things that I just wanted to provide constructive criticism on. YOU FOOL!! Great job though! Keep it up :)
This is a really charming little roguelike, and it's not often you see one with actual story. Not only that but the interactions are entirely handled through gameplay which is cool. I was kinda surprised (in a good way) it wasn't combat based and more movement/timing puzzle but I probably shoulda guessed that from the title lol. I love the personality and animations all the sprites have, the sounds and music fit perfectly for the vibe of the game, as well as the character introductions. My only small criticisms would be I'd like to see more ways to interact with the flow of a level, maybe more actions that enemies could take that are predictable such make Gekes start charging horizontally until they run into something if you stop in the same row as them. Just some more controllable options to lure the enemies from blocking the exit cause sometimes they would just crowd around it hard. Also a separate animation for when they are idle and about to take a their turn would be great for planning, its not a big deal early but later levels when theres 4+ enemies moving on different turns it can be hard to remember who is immediately dangerous. I'd love to see some more level variety too, atm it was most weighing your choices of going to extra energy or making a break for the exit which is good, but something to break up the strats would really add to it. Other than that the freeze effect didnt have any visuals, I think it was a real power up but I couldnt be too sure with the narrator. You got a good game here (with check points even!), I hope you continue developing it! Oh and I got the coward ending, but Im interested in what else there was. I didnt want to hurt them :c
Thanks for the thorough feedback ! I like your suggestions, some more visual feedback with the freeze (which is definitely a real powerup ;) ), different idle for them about to attack, and maybe a little different action between the enemies would be good. There are numerous different endings, such as picking up the sword and not using it, killing them all, and becoming friends with Gart. If you’re interested in paths that don’t require hurting them, my hint is to freeze the final boss three times.
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