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A jam submission

Escaping AtlantisView game page

Can you escape with the legendary artifact?
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Escaping Atlantis's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#14.2004.200
Theme#14.4674.467
Overall#24.2334.233
Sound#33.9333.933
Aesthetics#44.3334.333

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you posted a link to your game on twitter paste it here so we can retweet it!
https://twitter.com/RTollerHovler/status/1440254415760359428

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Comments

Submitted(+2)

Wow, this game is very ambitious! Love the subterranean styled lighting and aquatic colours as well as the tomb-like music that permeates the dungeon. While I feel like the music may have been a bit heavy when fighting these monsters (a bit of variety would have been fantastic) I really like the Poseidon Chamber music as it gave a nice reprieve for rest. Interesting gameplay with the idea of a damaging laser-styled weapon. It leads to some interesting tactical choices. I have one more minor niggle: I just wished there was a way to see what kind of damage I was doing to the monsters, either by seeing the damage of the beam or their health bar. Clever use of RPG levelling elements too! I feel it could have been simplified a little, but the fact that you guys were able to accomplish this in such a short amount of time is astounding. Great little game, loved it!

-V

Developer(+1)

Thanks very much! :D So happy for your comment, and very thankful for you taking the time to give us your thoughts. <3 I totally agree with the annoying lack of feedback when damaging monsters - this is something that we had in the list but didn't have the time to implement. This is something that will be changed in the post-jam update.

Thank you again!

Developer

Hello! 

I am the composer/sound designer of Escaping Atlantis. First of all I want to thank you for the nice words on Poseidons theme. Secondly I agree that the fighting music is a little bit too much at times. My first plan was to make two themes that would alternate but I had to abandon that plan because of lack of time (and ideas for another score ;D). I will take into consideration that a little bit more variety and/or a bit more fitting score goes a long way in future jams and other projects.

Thank you for an overall good and honest review.

-Carl 

Submitted(+2)

Slick. This is a super solid base. Hunting for shards post-shot gave me the perfect dose of tension that I look for when I play games. I called this a base because this should definitely not be a one-off. If you and your team keep developing this, you're going to have something special here.

Developer

Thank you very much for playing! :D We will at least give it some more polish post-jam and try to get all the things in there that we were not able to get in there during the jam. ^^

Submitted(+2)

A good idea executed well with a nice amount of polish, good job.

Developer(+1)

Thank you! :D

Submitted(+2)

Finally, a game where I'm not dying in 3 seconds in the first 5 runs! :) Very nice difficulty curve, it's fairly forgiving in the beginning, just the way I like it. I love the art style and the atmosphere too! The controls are crisp, controlling the artifact is intuitive but still non-conventional... really nice job, folks!

Developer

Thank you very much for playing! :D

Submitted(+1)

This was really fun to play, the orb was a great mechanic and fit the one bullet theme perfectly. I also liked the upgrade fountain, although it would have been nice to be able to choose what to upgrade, it still added a nice aspect to the game. The only suggestion I have is the same as everyone else which is to display the enemy heath somehow.


 Great job guys, look forward to seeing your post-jam updates :)

Developer

Thank you so much for playing and telling us your thoughts! :D The original thought was to give the player full control over what aspects they wanted to upgrade, but time, time, time (see what’s become of me etc) - made us try this form of upgrading randomised. It’s up for debate how we will do with that aspect it in the future. I appreciate your point on it! :D

Submitted(+1)

I absolutely love this gameplay mechanic. It felt incredible when I realised you could activate and deactivate your beam at will. The relief I felt upon getting to the fountain was incredibly satisfying.

At times I felt that the beam had absolutely hit the enemies, but it seemed to not kill them. I feel that making the beam collision slightly more forgiving could help improve the game, it just felt off when what seemed to me like an absolute hit passed right through them.

All in all, nice game!

Developer

Thank you so much for playing and your critique! And I understand and agree with the issues. The enemies take damage over time when in the beam so the stronger enemies will need to spend some time in there to die. There should definitely be some sort of feedback other than the sound they make - when they take damage. It was on our list but had to be taken away because of deadline. ;) Another thing we did waaaay to late this jam was manipulating the health of the enemies. So up until the last few hours we insta-killed everything when testing. The main "doh"-moment was when I realised I because of hadn't at all thought about the fact that the linecast, of course, wasn't hitting everything in the beam, which was one of the main design goals. 🤦🏻‍♂️  Haha

Submitted(+1)

Ah, that makes sense now that you say it. I had just assumed everything was one shot, maybe because the initial enemies died instantly. Time limits are truly the limiting factor of games made in this competition, but its also what makes it so fun!

Developer

Haha! Yeah! :D

Submitted(+1)

I really like how the orb works in this, it feels really good to shoot and use like a laser and is a very cool interpretation of one bullet. Maybe some UI stuff and feedback when dealing damage would help, but aside from that I'm a huge fan of this game.

Developer(+1)

Thank you very much for playing Walrus! :D I very much agree with more feedback when dealing damage. It was on our list but sadly didn't make it there. It will be a main focus in the post-jam update. :) <3

Submitted(+1)

Hey no worries, it was my pleasure! It's a shame how the lists always end up cut down for the deadline, but I reckon I'll be coming back here in the future to check out that next update, I'm looking forward to it! <3

Developer (1 edit) (+1)

Yeah, it always feel great day one, followed up by streams of tears the last day. ;) But personally I find the post-jam updating part one of the funniest aspects of a game jam, when critique is collected and such. So today I'm back to feeling great. Haha! 

Submitted(+1)

Haha, oh of course, I personally haven't participated in a game jam as actively constructive as this one before, so feedback is definitely something I'm excited for, especially if development is continued afterwards. And yes, the last day is absolutely the day where you need a cry bucket, but afterwards it's a big breath of fresh air and anticipation for what comes next!

Developer

So true! :D