August 20th-23rd, 2010
Theme: Enemies as Weapons

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Psychic Prison Break

by superflat - Competition Entry

This is a game about something, but I'll leave it to you to interpret. I'm not happy with some of the text, but it was very rushed. I think that payoff was ok, though.

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GreaseMonkey says ...
Aug 22, 2010 @ 11:15pm

ugh, i'm really not a fan of "lots of text" games, and not only that, this really doesn't execute it well, so double whammy for innovation and fun

graphics are excellent but UGH I'M SICK OF FLIXEL/FLASHPUNK WHY OH WHY DON'T PEOPLE JUST LEARN A REAL LANGUAGE (this coming from the guy who made a first person shooter in megazeux)

there's a hint of the theme but it really doesn't seem to come through, plus from what i've played they're not actually weapons, sorry

audio is there and it works

not sure if this really has humour, maybe it's a bit dry, so N/A (1 star is for really awful humour)

overall, this game isn't dreadful, but it's not really that great either

you posted a few screenshots so i can give you that for community, at least you have posts (other than just "i'm starting" and "yay i've finished")

dock says ...
Aug 23, 2010 @ 4:54am

Obviously Greasemonkey is a massive troll, so please ignore him.

I was really impressed with how well this came together. Very imaginative and surprising, it's a great interpretation of the theme. Love the art style too. Congratulations!

Doches says ...
Aug 23, 2010 @ 4:59am

I really like this. You nailed the art-game pixel-grunge aesthetic, right down to the lo-fi audio -- I only wish there was more to it!

Or maybe there is, and I can't figure it out. Maybe?

devinmoore says ...
Aug 23, 2010 @ 6:10am

Brilliant design on the walk-off splash screen. Great graphics for the concept. Technical notes: games that make me choose what to say and have big nebulous plots that evolve based on what I say are confusing. I just wanted to find a key and get out of there and explore some more, which is both good and bad... good because it means the game environment is very inviting, but bad because I didn't have the patience to deal with the talking-to in order to get there.

superflat says ...
Aug 23, 2010 @ 6:35am

Thanks for the kind comments (although I appreciate the length of GreaseMonkey's, the feedback was ... odd!)

Anyway, Doches, It is possible to escape the prison, so it might be worth persevering! A hint is to try and follow the path of a conversation until you see a visible change in the prisoner's appearance, then try a different tack.

Zillix says ...
Aug 23, 2010 @ 10:02am

Excellent job. The ending was really moody... in a good way. The atmosphere was brilliantly achieved.

It seems that you are able to press 'up' to move your selected topic above the screen (pressing up twice requires pressing down twice to get it back onscreen), and trying to select an offscreen option crashes the game. Perhaps it's an index out of bounds thing?

madpew says ...
Aug 23, 2010 @ 11:28am

First I was kinda stuck, felt I'm doing something wrong. then I finally got the hang. It's more of an interactive-story than a game but still I like it. Too bad it was that short.

Aug 23, 2010 @ 3:51pm

Great vibe, nice intro screen, original concept. I found the button pressed we'rent "debounced" meaning sometimes I double-skipped a message or held X down a fraction of a second too long and a prompt came and went. Pretty cool: keep up the great work. I'd love to see this expanded some more. Frankly though I like the gfx you need more pixels, the font is really hard to read. Overall, great job.

Jamin says ...
Aug 23, 2010 @ 6:47pm

This game is gorgeous. If the sound didn't skip I'd be tempted to rank it a five.

The controls for the dialog are wonky. Try disabling the button for the first half-second that a new dialog is displayed... that might correct all the problems.

eli says ...
Aug 24, 2010 @ 10:51am

The only thing missing from this game is a timer to keep the "x" button from rushing through and skipping the next screen.

I loved most everything about this little game, including the graphic style and the extensive dialog "tree".

The game is a little removed from the theme, but I'm glad you did your own thing.

someone says ...
Aug 24, 2010 @ 11:32am

Wow, That was awesome.
Really great atmosphere.
I accidentally missed some of the dialogue because of x skipping it too fast, and it took a while to figure out the start screen.
The ending does feel very rushed though.

SonnyBone says ...
Aug 24, 2010 @ 2:52pm

For the longest time I just thought you hated drawing hands, then I realized that they're wearing straight jackets! DURRR.
Amazing intro screen... lots of innovation going on all over. It looks and moves so beautifully.


Surrealix says ...
Aug 25, 2010 @ 4:08am

Wonderfully atmospheric game, even if it was incredibly bizarre.

I'm not adverse to text-based games, but this one didn't really feel like I was getting anywhere (running through the options always got me back to the place where I started). Eventually I took a scientific approach and tried 1-1-1, then 1-1-2, then 1-1-3, etc, until the dialog actually changed. It would have helped to have some indication of the path to take (causing pain, I take it?).

The art was lovely, but (like GreaseMonkey), I'm not a fan of fake-pixel games. In this case because it made the text hard to read (and that's not good, for a text-centric game).

The music was great, and would have been perfect if it didn't skip every 30 seconds or so.

The length of the game was just about right, I couldn't have taken an awful lot more of the same thing. However, I did want to participate in the conversation with the guard (having just figured out how to make people explode). Perhaps a really simple dialog tree here would be fun.

I couldn't quite decide if it was supposed to be serious or funny. In either case, some of the lines came across a little strangely.

Overall, though, a very nicely implemented game.

Draknek says ...
Aug 28, 2010 @ 12:50pm

Graphics and audio are great here. Conversation never quite seems to make sense, but that makes sense anyway due to the setting.

It's unfortunate that progressing means redoing the same sections of dialogue until you get the "right" choices, I think that loses some of the immersion.

pekuja says ...
Sep 5, 2010 @ 12:16am

This seems pretty interesting. By the way, please next time have some sort of clue for the player that you're supposed to press right at the title screen. Also, <x> looks kinda confusing with that font.

Sep 5, 2010 @ 1:19am

Very nice simple game, the interpretation of the theme is interested, turning people into weapons for themselves through suggestion was a nice touch... perhaps too many head explosions though :P Didn't drag at all like some text adventures, couldn't see the different icons next to the speech options though, I could only figure out that one was a little heart.
Nice atmospheric music, although it's a shame that it didnt loop a bit nicer. Overall really good game :)

stqn says ...
Sep 6, 2010 @ 8:20am

It doesn't make any sense, and I'm trying.

Also you really should wait for the "x" key to be released before detecting it has been pushed... If I keep it pressed more than one tenth of a second I sometimes miss dialogs. And some "press right" message on the logo screen would help :).

Seems interesting otherwise...

stqn says ...
Sep 6, 2010 @ 8:32am

Hmm I tried again. The biggest problem is the keys detection. Coupled with the fact that the dialogs can appear and disappear automatically without any interaction from the player, and that the dialogs almost don't make any sense, it makes it really hard to understand what's going on. It's also hard to understand what the little icons next to the dialog choices are supposed to indicate. And finally I don't have the patience to try several times all dialog choices to make something happen...

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