I like the idea behind. Just wish to add some basic ennemies to avoid and not being stuck on wall movement and you could have some really fun game loop (for example, when i hit a wall on the top by going up, i need to release the "up" key in order to move right or left. removing that would make the movement way more smooth)
jagil
Creator of
Recent community posts
Thanks for playing. It's ok to criticize don't worry that's what comments are for :)
"interacting with stuff very random" : There is a specific order to interact with items (chain of interaction you need A to interact with B to interact with C...) so there is a logic behind it, it's not random. So I'm not sure what you mean by "random"
"some items were practically invisible" But it was my intention to make items less visible by playing with the light/shadows! Sound is also giving directions not everything is visual. One of the items is not supposed to be visible before doing certain actions.... I think It could be better for sure (like adding luminosity/contrast setting because we all have different monitors) but it was never my intent to make items really stand out (shiny, or interact icons) I don't see the point of doing that in this sort of game
Thanks for playing. If it's boring it's boring what can I say x) I see the key on my side not sure why it's happening (maybe don't spam F repeatedly so the item has time to spawn). As for beating the game by randomly clicking everywhere did you actually got the "successfully escaped" screen? because I can't manage replicate this. I can see how you would get to a certain point this way but the last 2 actions need a specific order in order to trigger the end game (and you would die by just spamming F randomly) so I find it very strange
Thanks for playing. I totally agree about the narration that was my plan initially but I ran out of time and had to submit as is. As for sleeping in the chair it's not supposed to happen (its only here to spend time) but it doesn't really matter. There is a chain of items you need to find/ interact with in order to trigger the escape

