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Escapade Games

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A member registered Apr 17, 2021 · View creator page →

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The whole point of the game is that you are supposed to search for the numbers yourself, so you have to rely on your own judgement to know whether or not a number may be possible to find. Glad you enjoyed it though!

Thanks!

Thanks for playing it for so long! I think if I managed to add more polish more people would enjoy it for longer. And yes, after playtesting it myself (after the jam was over unfortunately), I definitely agree that the player should have more control over the numbers on the board, but I was thinking more along the lines of giving the player powerups and abilities to swap numbers/remove cells/etc. as the game went on. Your idea of new numbers being guaranteed to exist on the board might not be effective though, because every time you destroy a number the numbers above it fall and that may make some numbers no longer pickable on the board.

Thanks!

Thank you! Actually my original idea was to have something like "Wordsearch with gravity", where each time you find a word it disappears and gets filled by the blocks above it, but I realised that that most likely meant pre-planned grids with no replay value, so instead I opted for an infinite falling grid where you could keep playing as long as you can find numbers.

Thank you! Not sure whether Godot can port to mobile or not though, I will need to check it out.

Thanks, but what do you mean by diagonal+straight line movement? If you mean the blocks falling down, I honestly never thought of diagonal movement as pretty much all such games just have vertical movement.

Thanks for the feedback! I'm not great with colours (or art in general) and I think in hindsight I made the colours too saturated (probably should've picked a rainbow colour palette online), but glad you still enjoyed it.

Thanks!

Thanks!

Thanks!

Thanks!

Thanks!

Nice game! Just a little too hard for me, I only made it down to Floor 3, but I'm probably just bad at these games anyway.

Nice game! Only niggle is that maybe the hitboxes for snoozing the clocks could be a bit more generous. I managed to get to 5 clocks before giving up, curious to know is there a max number of clocks?

Excellent game all around, I especially liked the little words of encouragement you get when you fail/complete a level, really brings the game to life. I could totally see this game appearing in Mark's video.

Thanks for the feedback. Totally agree about the music, but as you might expect I didn't really have time to add audio.

Thank you!

Thank you!

Thanks for playing! In hindsight I probably could have made the objective clearer.

Thank you!

Thank you!

Thank you! I tried to make the player figure out the game themselves with hints, but I guess I didn't make things clear enough.

Thanks for playing! Yeah the self-intersection thing you encountered was the bug I was talking about, but maybe I could have explained that the symbols correspond to intersections earlier. Also, as you might expect, the reason there weren't more levels was because I ran out of time.

Thanks for playing!

Sorry about that :(

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3 problems:

- The Q and E controls were very unintuitive, at least for me.

- The hitboxes were VERY unforgiving, there were so many instances I thought I collected the colour but didn't. I couldn't get past Loop 2.

- I didn't know how much life I had left, maybe a lifebar or something would be nice.

But the art was amazing and the pixelly vibe was very well-executed. Nice game!

Thanks for playing, unfortunately agree with everything you said but just didn't have the time :(.

Extremely great game :D Only frustration is having to trial and error some of the longer levels. Getting the timing right can be very hard, which makes me wonder whether something like "Move right 2 blocks" would have been better as it would be a lot easier to predict the outcome.

Nice game! One thing: I realised there was no penalty for overshooting, so I could just put a 9 in the for loop and I would not get penalised at all, making that part essentially pointless.

Some criticisms:

- I had no idea what to do at the start, just something like "Add/remove cubes to construct pathways for the entities to reach all the checkpoints and loop back." would have been very useful.

- Entities moved too slowly, a faster speed or option to speed up would have been useful.

- Sometimes I managed to complete a level before the entity looped back to its starting point, perhaps a bug.

But otherwise, great game and I enjoyed it! Even though it's small, at least you managed to add more content than I did :').

Very nice concept, it's a shame there are no puzzles or anything to do other than spectate NPCs, I think maybe spending some time adding puzzles or something might have been a better idea than adding NPCs to the world, so the player actually has something to do. Unless you didn't have time to do even that, which is okay because I also ran out of time XD.

Nice game! I think it would be nice to have a win/lose condition instead of just maximising a score that is going up on the side, so we know whether we have "completed" a level or not and get a sense of satisfaction when we do so.

Very enjoyable game and nice artstyle! My main complaint is that some of the minigames can be very unforgiving, you could perhaps make the reaction time window a bit more generous, as well as make the hitboxes smaller in that cat running minigame (the 2nd one).

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Nice game! And congratulations on your first jam game! My biggest issue is that I went through most of the game without really knowing how the mechanic worked, so making the tutorial clearer and more specific (e.g. 1 Lava + 1 Water = 1 Land, 2 is max for each stat) would go a long way.

Thank you for playing! Sadly I was aware of your issue, but couldn't fix it in time before the jam deadline. If you have a Steam Deck or another PC with a more advanced CPU perhaps you could try playing there.

Nice to see you got it working! Your idea is interesting, though I will probably need to tone down the gravity if I implement it.

I'm sorry, I really can't diagnose the issue. I thought it might have to do with whether multithreading was available or not, but I tried exporting a WebGL version with multithreading enabled and it still ran into the same problem. From some online Googling, your Windows CPU doesn't support multithreading but your Mac CPU does. I think this has something to do with the Godot 2D physics engine that is out of my control, I was aware that my game was pretty intensive on the physics engine but didn't have time to optimise it before the deadline. I might have to ask around people that are more familiar with this than I am.

May I know if you are using a very old PC? This is the same problem I ran into on WebGL, which is why I had to remove it. I suspect that if the hardware is very old and doesn't support multithreading or something this problem occurs.

Thank you!