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Escape the Hoover

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A member registered 35 days ago · View creator page →

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I’m exploring the idea of adding a competitive multiplayer mode to Escape the Hoover.
The concept is simple: multiple players running inside the same hoover, racing against the environment — and each other — to survive longer.

No complex systems, no clutter. Just:

  • speed

  • pressure

  • split-second decisions

  • and the constant threat of being sucked into oblivion

Before going further, I’d love to know what you think.
Would a fast, competitive mode like this make the game more exciting for you, or would you prefer the experience to stay fully focused on solo mastery?

Feedback at this stage genuinely helps shape the game.



Quick question: does this gameplay remind you of Subway Surfers, Temple Run, Minion Rush, Jetpack Joyride, and Alto's Adventure?

I’m curious if that endless-runner vibe actually comes through, or if it feels like something else entirely.
Let me know what it reminds you of!

Maybe this could have been a good demo too, but the other one also includes a mini boss so I thought would have been the right choice.

(1 edit)

I'm again talking about the demo and the slice of game I've agreed with the dev to turn into a playable demo, but:

Out of curiosity, during a demo like this, what would you personally want to feel first: – how movements work, or – pressure from enemies /obstacles/ the level boss?

Also, would you rather the boss appear as a surprise at the end, or be teased earlier so you’re running toward something you know is coming? (In this case is running behind you when you then have to avoid his attacks at some point)

Thank you to whoever will reply!

I’ve updated the Kickstarter description for Escape the Hoover to better communicate the core experience: speed, pressure, and survival inside the hoover.

If you were curious before but unsure, this version should make things clearer.

Feedback welcome, and thank you for following the project.


https://www.kickstarter.com/projects/escapethehoover/escape-the-hoover


Thank you for your comment, that’s really helpful to hear!

I like the idea of using a “simple” level as the entry point and then escalating into the boss too to show the mechanics. That’s pretty much the balance I’m trying to test with the demo if I can get it done: whether the movement and chaos feel good before things get big.

Out of curiosity, during a demo like this, what would you personally want to feel first: – how movements work, or – pressure from enemies /obstacles/ the level boss?

Also, would you rather the boss appear as a surprise at the end, or be teased earlier so you’re running toward something you know is coming? (In this case is running behind you when you then have to avoid his attacks at some point)

Thank you again and feel free to give me a follow if you want for further updates on dev!

This clip shows the gameplay slice I’d like to turn into a small, playable demo.

The goal isn’t content, but feel: movement, chaos, and whether the setup matches the tone shown in the videos.

Before committing resources, I’d love feedback:
– Does this feel like the right first playable slice?
– Is there a different moment you’d rather try as a demo?

Curious to hear what you’d want to play first.

I do have a couple of devlogs on my personal devlog waiting for approval, is this normal? Does it take long usually? Thank you all!

Hello everyone, this is Escape the Hoover!

I’m giving a funny idea a serious try. 

I make games (or at least I try) that aim to make you think, laugh, and maybe panic a little. 

Escape the Hoover is the current experiment. 

I’m not an experienced game developer (I actually have 0 knowledge) and I’m taking my first real steps, using AI as a tool for prototyping and testing ideas, sharing early concepts, and learning in public through feedback and discussion. 

If you enjoy seeing how a game idea grows from a rough concept into something real, you’re very welcome to follow me here!

Thank you!

From a function that I want to implement into my concept game endless runner "Escape the Hoover", defeating an enemy and then using their powers for a while to complete levels! In this case, the protagonist, a fly, defeated a moth!

Any thoughts welcome!


(1 edit)

Hi! I’m still early in my game dev journey and I’m testing ideas through small concept videos.


In this clip, the fly defeats an enemy (an evil moth), temporarily steals its power, and then uses it to escape and deal with another threat. This mechanic appears multiple times in the game, but this is the first time I’m showing how it could work in gameplay.

I’d love to know:

  • Does this feel fun or interesting to watch?

  • Does it seem clear what’s happening without explanation?

  • Would something like this make you more curious to try the game?

Any quick thoughts or gut reactions are super welcome — thanks for taking a look!


What detail(s) is missing to let it look like an actual endless run gamplay that ends up with a boss fight?

Please kind and constructive suggestions would be great!

Thank you!


I just uploaded a new intro + gameplay/trailer concept for Escape the Hoover.
The goal wasn’t just to show visuals, but to communicate the core idea of the game through concept: how it plays, what the stakes are, and what kind of experience it wants to be.

I’m especially curious about a few things:

  • Does the intro make you care about the fly and its goal?

  • Does the concept feel clearer and more interesting after watching it?

  • Is this something you’d want to try, even just to see how it feels?

  • What feels exciting, and what feels unclear or missing?

  • What is missing to you always considering that is just a concept?

I’d really love feedback, thoughts, and suggestions at this stage.
This project is still evolving, and your perspective genuinely helps shape where it goes next.

Thanks for watching and sharing your thoughts!

See it here:

I feel you, I am not even a developer and I'm trying to get my stuff done myself!

You look so far ahead!

Sorry for the confusion, strategy games are among the best indeed, mostly when you have a compelling visually original ideal like yours! And on gameplay of course.

I wish you all the best!

I was thinking that maybe, at this stage, I should have just focused on the epic fight rather than comparsion, you what do you think? Here's the epic fight only video: 

In 48h is impressive, well done! And good luck!

Hopefully we will play it soon! Good luck!

(2 edits)

Hello everyone! 
I’m working on a very early concept called Escape the Hoover.

It’s an endless-run–inspired game where you play as a fly trapped inside a vacuum cleaner filled with hazards, enemies, and boss encounters. The core idea is fast forward movement, dodging, light combat, and occasional boss fights, more about rhythm and flow than raw difficulty.

The video below is not playable yet and was created using AI tools as a visual proof of concept. I’m using this phase to test ideas before committing to building an actual demo with a team.





What I’m mainly trying to understand at this stage:

  • Does the camera perspective work for this kind of gameplay?

  • Is the run + combat flow readable at a glance?

  • Do the enemy and boss scales feel understandable?

  • Ignoring visuals, does this look like something that could feel fun to play?

I’m not an experienced game developer yet, so any feedback — even quick reactions or gut feelings — would really help me decide how to move forward.

Thanks a lot for your time, and happy to return feedback on other projects too!

A lot of work behind this, so far looks cool as somehow a puzzle game? Sorry if I'm wrong, moving my first steps here!

This looks so fun, somehow crypting but relaxing! Did I get it right? So far well done in my modest opinion, cool concept!