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Escape the Maze's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #158 | 3.000 | 3.000 |
Fun | #316 | 3.182 | 3.182 |
Sound | #330 | 2.818 | 2.818 |
Aesthetics | #342 | 3.273 | 3.273 |
Mechanics | #409 | 2.909 | 2.909 |
Theme | #507 | 2.636 | 2.636 |
Music | #595 | 1.818 | 1.818 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Did you use any existing assets? If so, list them below.
Abandoned Asylum - Lukas Bobor, Drake - Mixamo, Static (SFX) - xhunterko, Robots Taking Over (Music) - Deva
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Comments
The monster scared me alot more than I thought lol, I think the game could definitely benefit just from ambient noise to up the spookiness, other than that well done. Did a play through if you want to watch https://www.youtube.com/channel/UC81SImIj53NmLMrIXvBsACw gamedevtv final reviews, timestamp 28:40
Thanks for the comment! I agree with your feedback - ambient noise could have made a significant difference. I did my own little post-mortem and looked at which skill deficits made certain things take a lot longer to implement (or get axed from the game entirely). I hope to participate next year and submit something that I am much more satisfied with. I appreciate your taking the time to play the game - I'll check out your playthrough. Take it easy.
I found a toilet without a poop inside. Missed opportunity there.
Well, the monster is the type who's okay with a messy room but must have clean "facilities", so....
No i meant that as an easter egg of poop killer ;)
I survived! Eventually. I ran around and around so many times and thought I'd seen everything, then suddenly I stumbled onto a place I'd never seen before, and beyond it was the TV!
This one is seriously scary, I react to loud noises very easily so games which pair that with some kind of unstoppable killing machine really get to me.
There's a bit of frustration when you see the monster coming for you and you know that your only paths away from it lead to dead ends, so I often ended up running directly toward it so I could restart quicker. Being able to hide in things might be one way to change that, though I'm guessing the demon's current programming has it stalk toward the player and it wouldn't ever leave. The other suggestion I'd give is to have dead ended areas loop around so that it's possible to outrun and loop around the demon to avoid it, but that does lessen how threatening it would be.
Other than that, the game may be simple but it's very solidly made, well done! :D
Thanks for your generous feedback! I had so many plans for this game, it's kind of silly to think about, given the timeframe. I hadn't done much in Unity for a few months and got into this thinking I was more fresh on how to do certain things and I ended up scoping beyond features that I comfortably knew how to implement. Next year, I hope to have something that will be less rushed at the end. If nothing else, I'm glad I accomplished providing a scary experience!
Lot of potential. Don't know if it's possible to escape the maze, because I simply got lost (as I tend to do with most mazes, so don't take it personally) The use of sound was great, but I would suggest adding some environmental sounds to break the monotony and maybe mess with the player's head. Great job!
Thanks for the comment! I'm looking to work on a short project over a few months and am considering doing something along the lines of what this game was, with much, much more polish - I certainly learned a lot from the experience of this jam. It is possible to escape the maze, but it's easy to miss - in the future, I need to playtest it more with people other than myself to see just how difficult it is. I agree with the use of environmental sounds - I had intended to have sound for the various steam pipes, footsteps, various other noises from the monster, etc. I also originally planned to have one or two more creatures wandering the hallways looking for you. And getting the right amount of ambient lighting was tricky (the original version had the player use a flashlight, and everything was pitch black darkness. I'll do better next time:) Anyway, thanks for playing, and I hope to see you participate in next year's jam as well.
creepy... :D It need still a little work, because i saw the monster once and heard it twice. Maybe I had just luck :P
Thanks for playing! Yeah, the monster has a 3D sound audiosource that is audible up to a certain distance, this means it will play through walls - which might explain why you heard it without seeing it. The game really didn't end up meeting the vision I had for it, but at least just about everyone seems to be getting "creepy" vibes from it, which accomplishes one of my bigger goals:) Thanks again!
Movement feels soo clean nice work!
Thanks, I used Unity's FPS controller for the movement.
Awesome Game. Pretty creepy enemy. Felt intese when it was near.
Thanks for the comment and feedback! Glad you felt some creepiness/intensity:)
Very spookey game, I liked it! :) Really gave me the chills.
Well done!
Thanks for checking out the game! I feel that some of the atmospherics came out well, and if I'd been able to implement more of what I envisioned for it, it would likely have been quite a bit better - but that's game jams in a nutshell (at least for first-timers), isn't it? I learned a lot and hope to have something even better next time.
Yep, time constraint is challenging but it enables you to prototype quickly and receive ton of feedback. :) Highly reccommended as experience!
Not a fan of horror games :D I think this could have some potential though with polishing and giving more things to do (like having to find something), have some doors that you have to lockpick, which takes a small minigame, so you're under pressure to do those quickly/etc :D
First I didn't like that there was no music, but then it started to be this eerie feeling in the air, but the enemy sounds were a bit creepy and not sure if they fit that well, maybe they did since first it startled me a bit :D
Thanks for the comment. Yeah, it's certainly got lots of room to be improved upon - I had much more vision for it, but fell short due to a mid-week loss of confidence in the idea, then spent several days on a different project for the jam, then came back to this one.... needless to say, I learned a lot about scoping, as well as where the weak points in my skills are so that some of the more rudimentary aspects of polishing a game are easier to implement! In any case, I appreciate that you checked it out! Maybe my submission next year will be much better:)
Oh yeah overscoping is my usual downfall as well :D
Pretty unsettling. Kinda reminds me of Backrooms and the robotic sounds did creep me out
Thanks for the comment. While it came out far more rough around the edges than I'd have liked, I felt that the atmosphere managed to come out okay. Thanks for playing the game!