I really like the concept. Trying to memorize the layout and move around based on it is really solid. I wish there was a grid layout to make it a bit more obvious how many times you had to go a particular direction though, as it would make moving easier. Otherwise solid entry, nicely done!
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Blind Escape's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #160 | 3.083 | 3.083 |
Soundtrack/SFX | #212 | 2.917 | 2.917 |
Overall | #261 | 2.883 | 2.883 |
Interpretation of the Secondary Theme | #265 | 3.083 | 3.083 |
Graphics | #301 | 2.667 | 2.667 |
Gameboy Soul | #310 | 2.667 | 2.667 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme?
something is trying to kill the player and is making them scared enough that they are too afraid to look around them when running away.
Comments
Interesting concept. I got stuck on the 3rd level, and I never understood why :( maybe it'd help to know where you were when you died. It's amazing that you managed to made so many levels in 10 days tho! Good job :)
This is awesome! At first I was frustrated with it. I thought the game was broken when the screen went black, and then I struggled on the third level, probably because I did not read the tip about jumping in the description. I think keeping the explanatory text on screen longer or indefinitely would be really helpful to avoid confusing first time players. After I found the hint, I found the gameplay incredibly rewarding. Very fun puzzler, nice job!
It's a nice concept! The only thing I would say is that it would be nice to have more time to understand the controls better before starts playing. Good job anyway!
Impressive honestly, but one thing this game really need is a way to figure out controls before everything going black!
i think it is pretty unique, but maybe too simple!
check out our game too down there!
Had a lot of fun with this one!
I was a little stumped at first because I assumed the directionals acted more like tank controls (like, A would always rotate you 90 degrees counter-clockwise from you current orientation). Took me a while to realize how it actually worked.
I feel like a first screen fully lit up where the player could freely get to grips with the movement mechanics, before going into the dark levels would help alleviate that confusion.
I also feel like there's a bit too much information, too scattered and presented too quickly at the start of a level. I need to memorize the screen layout, read the hints at the top, read the step counter at the bottom corner, all in a very short amount of time. The little text blurb also obscures parts of the screen (sometimes hiding the exit), making this extra tricky. Maybe giving the player a little more time before turning off the lights (or maybe even waiting for a button confirmation) could help a lot. Also, maybe keeping the step counter visible even in the dark might help players understand when why their input doesn't work sometimes.
All in all, I feel like this game is really well-rounded. Well-though out puzzles, great use of audio feedback, clean, readable visuals and a solid integration of the secondary theme. One of my favorites from what I have played so far!
Had a lot of fun with this one!
I was a little stumped at first because I assumed the directionals acted more like tank controls (like, A would always rotate you 90 degrees counter-clockwise from you current orientation). Took me a while to realize how it actually worked.
I feel like a first screen fully lit up where the player could freely get to grips with the movement mechanics, before going into the dark levels would help alleviate that confusion.
I also feel like there's a bit too much information, too scattered and presented too quickly at the start of a level. I need to memorize the screen layout, read the hints at the top, read the step counter at the bottom corner, all in a very short amount of time. The little text blurb also obscures parts of the screen (sometimes hiding the exit), making this extra tricky. Maybe giving the player a little more time before turning off the lights (or maybe even waiting for a button confirmation) could help a lot. Also, maybe keeping the step counter visible even in the dark might help players understand when why their input doesn't work sometimes.
All in all, I feel like this game is really well-rounded. Well-though out puzzles, great use of audio feedback, clean, readable visuals and a solid integration of the secondary theme. One of my favorites from what I have played so far!
First of all, congrats for your entry, especially since it's your first sol-dev jam!
I think your concept was very ambitious, that's why there are only a few non-visual video games out there (the only one I can think of right now is "A blind Legend"). Usually, those games use saptial sounds to help players not getting lost. I think it was missing in your project, and since it demands a lot of memory , as well as to remember how much moves are left, it was particulary difficult to get through.
Also since I have an azerty keyboard, it's sometimes complicated to use WASD moves for me. Since you could use arrow keys in menus, I thought I could use them in game as well, but after a while I understood it wasn't working and it was really frustrating.
If you want to improve your game, I suggest you show somewhere how many movements are left, even if you're blinded, and maybe show your path as a line to help visualize your direction more easily. It would be a very nice addition that could make your game very much enjoyable for those who have a hard time remembering where they are. (For some people it's impossible to visualize in their mind because of aphantasia)
Once again, congrats for your entry, and good job for trying to realise a concept this difficult alone in a week!
Thank you! I didn't know about A Blind Legend actually, I was introduced to the idea by "The Vale Shadow of the Crown" though I'm not sure if i should recommend it since i didn't actually play it. and yes it would be smarter to use spatial sound to guide the player and it was a consideration early on. but since i am kinda inexperienced with audio production i tried to keep it as simple as possible. also, sorry about the input layout I was not aware of azerty keyboard's existence, I'll be sure to offer alternatives from now on. Thanks for your suggestions as well as bringing aphantasia to my attention, i didn't know such a thing exists!
very unique mechanic! I think the input/button string would be useful to see on the second screen (or maybe some visualization of the sound? like an accessibility setting for those playing without sound). I am having some trouble on the third level, but it was quite challenging and fun before that! I did need to restart to re-read the input controls. thank you for building and submitting!
thanks! sorry if the game was too difficult and i hope you decide to give it another shot in the future. however, I'm afraid adding visualizations or more visuals in general could undermine the game's mechanic, but still, i would suggest you to play with sound on since it's the intended way of playing this game. I'll make sure to create better (and more long lasting) tutorials in the future tho.
very nice concept, was confusing at first, and it was hard to figure out at first, perhaps it just needs a tutorial level is all, but other then that once you get the hang of it, it was very enjoyable and spooky!
I like your concept! It was hard to tell what you’re supposed to be doing at first. If you could see the first move or two before it goes dark, that would give the player some key feedback on what their actions are doing.
It’s a cool memory puzzle, I played it all the way through :)
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