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A jam submission

Ana Scout: EscapeView game page

Guide the subject to safety using advanced tactical software
Submitted by opencomputedesign — 1 hour, 1 minute before the deadline
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Ana Scout: Escape's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#41162.6464.000
Overall#59101.7642.667
Presentation#62131.5122.286
Enjoyment#65021.1341.714

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Rather than playing the main character in a spy or heist type game, you play as the person behind the scenes (and screens) guiding them.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

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Comments

Submitted(+1)

光看主题解读,感觉很有意思。我迫不及待地想玩它

Submitted(+1)

very unique idea

Submitted

As others have mentioned, it's a bit too arcane without knowing a list of commands. I tried and got an answer from some, but I don't think most people even know text adventures are a thing. At any rate, I really like the concept and intended implementation (minimap overlaying is really cute).

Developer

Yeah, I tried to implement too many commands, and so didn't have enough time to finish and test them all, or properly document any. Lesson learned.


Thanks for the feedback!

Submitted

I like that it's a bunch of different windows, makes it feel like you're using multiple software to hack into the different aspects of the building.

But also I'm not sure I understand how to navigate around. I tried going to the supply room door on the first level when I was in the hallway and my agent said "Sorry I can't find that" 

Developer

Thanks for the feedback!

Sorry about that, I checked through the code, and that's my mistake. I made the "art" in a frenzy trying to get it done in time to compile and upload, and accidentally called it a supply room in the map, but a closet in the code. That's my bad.

It's an interesting concept for sure, but I struggled to figure out what I was allowed to communicate in the console, and I really feel like there needs to be more of a visual element. On my PC the windows showed up pretty small, so it was hard to understand the map layout and which areas were valid to move to. For a game like this I think it would be cool to have sort of a Metal Gear Solid codec-like interface where you can at least see the character that you're communicating with and maybe get some prerecorded voice lines in too.

Developer(+2)

Thanks for the feedback!

I had intended to implement several of the features you mentioned, but ran out of time. Since I wrote my own engine, I actually spent the first 47 hours and 20 minutes just on that, and had to stop in the middle of a few features (which can be seen vestigial in the code) to then bang out all the assets and compile it just in time to upload one minute before the original deadline :P

P.S. sorry about the small window size, I developed most of the game on a retired education edition netbook full of paraffin wax.

Anyway, excuses excuses...