August 19th-22nd 2011 :: Theme: Escape
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by refrag - 48 Hour Competition Entry

A simple puzzle/platformer that attempts to discuss the compulsion towards achievement, pressures of modern life and one's need for escape.

Tools Used: Flash Builder 4, Photoshop CS5, Audacity, Looptastic (iPad), Wiretap Studio, as3sfxrb

Built in Actionscript 3 with Flixel 2.55

Downloads and Links




Chinchilla says ...
Aug 22, 2011 @ 12:37pm

Loved it... I like how the extra "theme" came in nice and gradual - caught me by surprise before I'd realised what I was doing! It would be cool to have some sort of repercussions for taking the easier way out though...

oatsbarley says ...
Aug 22, 2011 @ 3:57pm

I really liked this. It was cool that there was sort of a choice between the easy and more difficult ways out and the escape/addiction link was clever. It helped that it was a fun game to play, too!

Hanoran says ...
Aug 22, 2011 @ 5:31pm

I like this one! Fun mechanics and solid physics. Good level design too.

Mark Overmars says ...
Aug 22, 2011 @ 6:39pm

Well-polished, but I found it to be monotonous and unchallenging.

wbobeirne says ...
Aug 23, 2011 @ 7:39am

Wow, amazing entry. Simple yet challenging with an subtle theme to it. Congrats on an amazing game.

Danik says ...
Aug 23, 2011 @ 12:42pm

I like this. It's well polished and fun to play.

The block spawning could use some tweaking, maybe spawning a bit in front of the player and growing in the direction shes facing instead of always to the right.

The narrative with the suggestive story made it deeper and more interesting. I found myself to stressed to read the text often though. I think it would be better to show the text before the level starts, it's hard to give it attention while the spikey walls are closing in on you.

I also thought it was really hard to see the player when you took one of the pills. The flashing was a bit excessive, and the dark background didn't help.

That said, solid entry, congratulations!

refrag says ...
Aug 23, 2011 @ 3:50pm

Danik: I really appreciate your detailed feedback, thank you. :)

krangGAMES says ...
Aug 23, 2011 @ 11:20pm

Spooky - the haunting intro voice worked pretty nicely. Managed to crush myself with a crate in the first level, but a very nice mechanic - well implemented, well used. Smooth controls, delicious pixelly graphics, and works really well with the theme! (Double kudos for hitting escape literally and metaphorically.)

Shouldn't you be doing work? ;)

tordre says ...
Aug 24, 2011 @ 12:09am

This game seemed more tedious then fun. The levels were quite simple and easily solved.

As for game mechanics, the super jump seems seemed forced. The puzzles with it seemed like it was using it as a way of making the game seem fresh as opposed adding a new mechanic you had to grasp in order to solve the current level.

The motion effect of jiggling side to side for the jump seems like it is suppose to make it feel like to are moving fast by simulating the motion of going that fast, a vertical jiggling might add some more immersion to it and capture that feeling better.

The graphics were well polished and the style was attractive.

Something about the voice saying "layer number number" it sound shockingly similar to the title card voice in "Serial Experiment Lain". It does feel like it is good fit for mood, but also sounds like it might be ripped.

All in all that was a well made game.

TyrusPeace says ...
Aug 24, 2011 @ 2:23am

Very slick looking. It may have taken too long to show the player new gameplay after the opening bit. I did like playing it and the pills were a neat twist. I do wonder if there are multiple endings, but I didn't want to repeat it all in one go again. Maybe if there were a way to restart midway through, or even play per-level, I'd try again.

Nice work! Very complete feeling.

refrag says ...
Aug 24, 2011 @ 2:56am

Tordre: You are right about the Serial Experiments Lain intro card voice. I'm a huge Lain fan and generally rewatch the entire series on LD weekends (as I did this weekend).
The voice in Lain is using the "Whisper" voice, text to speech synthesizer available on Mac computers. I recreated the same effect using the same means they did. For proof that I did not "rip" this from Lain, my "layer" samples go up to 20 (lain only had 13 layers). Thank you for taking the time to play, comment and rate my game.

tordre says ...
Aug 24, 2011 @ 9:00pm

@refrag please forgive my skepticism, your layer "samples" do go all the way up to 20, but you express your numbers as zero one" or "one four", the fact that you have more than lain has doesn't prove anything because it could also just be samples taken from the first 9 episodes.

FireSlash says ...
Aug 24, 2011 @ 9:30pm

Nice idea. Good gameplay, though I wish the boxes were a bit less finicky (Getting crushed by your boxes). Loved the sub theme and lain-esque voice.

ryantouk says ...
Aug 24, 2011 @ 11:36pm

Nice job all around - the gameplay and levels are pretty solid, the theme is there in multiple ways, and the graphics and audio are plenty polished for 48 hours.

The Victory and Failure banners (and the victory music) seem out of place though... they made me think of 90s racing games :)

ExciteMike says ...
Aug 27, 2011 @ 2:02am

I'm gonna try taking notes as I play rather than afterward like I usually do:
Seems to be ramping up pretty slowly, but that's not necessarily a bad thing.
I love the advancing walls as a means of putting pressure on the player.
Got one of the blocks I create stuck in a wall. Not sure if that's a bug or not.
Oh the advancing walls have spikes now :)
Level 14: (I should have been noting which level I was on earlier) Starting to wonder when it's going to get difficult.
Level 14 still: Oh. RIGHT NOW :)
Level 15: hey wait a second. I'm playing as Commander Video!
19: curious if that red thingy was a trick or if I'm just missing a way to put the blocks down faster and use it as an alternate way to beat the level.

Oh geez. Reading other folks' comments now I see that I missed the text at the bottom of the screen because my browser wasn't tall enough (and the levels did fit onscreen so it didn't look like anything was wrong) I'll replay it :)

Rudy says ...
Aug 28, 2011 @ 9:25am

Very nice idea. The crate creation is a little weird, when the box always spawns on top, then you run off, then back to it. This could be improved with mouse. Levels get repetitive and need variety. Like the sounds. Feels polished.

gimblll says ...
Aug 29, 2011 @ 11:45am

Nice, complete game. Played through and had fun.

- The boxes falling on yourself were a bit annoying, maybe 4/5 of my deaths caused by spawning a box and getting squashed accidentally (the collison hitboxes seemed somehow too large, since I was getting crushed when I thought I still had pixels to spare).

- The levels were pretty samey, could maybe have used one or two more mechanics in the game to keep up that many levels.

Codexus says ...
Sep 11, 2011 @ 11:28am

Nice little game, the crate creation mechanic was a nice addition to the jumping around.

bluescrn says ...
Sep 11, 2011 @ 7:23pm

Nicely made platformer, crate-spawning mechanic was interesting - although unforgiving at times... very easy to get crushed! I played through all 20 levels - the narrative at the start seemed 'trying too hard to be arty', but by the end it seemed to work quite well - nice job.

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