August 19th-22nd 2011 :: Theme: Escape
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Facilitated Escape

by BlackBulletIV - 48 Hour Competition Entry

The game revolves around escaping a collapsing facility of some sort in your rocket. It has quite a retro feel to it, with a good measure of pixel art and 8-bit music. The oncoming blocks and background are procedurally generated, so each play will always be different.

Note, the controls are touchy; this is so you're able to dodge large obstacles effectively.

Page on my website:
Time-lapse video:
Gameplay video:


Update: The 1.0 (post-compo) version of this game has been released. You can check it out on my website with the first link above.

Downloads and Links




kevglass says ...
Aug 22, 2011 @ 10:31pm

Very funky, can I have a mobile version please?

BlackBulletIV says ...
Aug 22, 2011 @ 10:52pm

@kevglass Thanks! That's a good idea. I'd have to learn some more about iOS and get a developer account though.

ChevyRay says ...
Aug 22, 2011 @ 10:54pm

Cute game, makes me dizzy/sick to play it though, something to do with the player's fixed y-position and the scrolling.

Player's collision area might work better if it was a bit more generous (sometimes I died by accidentally just nicking a wall with the back of my ship, when I meant to ninja-ishly scoot around the back of it, and felt cheated).

BlackBulletIV says ...
Aug 22, 2011 @ 10:58pm

@ChevyRay Thanks. You're right about the collision, it should be more generous, at least on the top and bottom.

hamster_mk_4 says ...
Aug 23, 2011 @ 2:11am

I had some frame rate issues, but the graphics and game play were solid.

BlackBulletIV says ...
Aug 23, 2011 @ 3:41am

@hamster_mk_4 Thanks. I did have some minor issues as well, but for me it was caused by having too many other applications rendering at the same. Minimise those and I could get it over 600 FPS. It might also be related to drivers, or just something in Love2D; not sure really.

Aug 23, 2011 @ 4:05am

I like it. Rock on for using Love 2D.

Regarding collisions, I'd like if I couldn't crash into the sides of oncoming blocks. It sucks to try to switch tracks too early and wipe out. Course, I'm kind of drunk, so maybe it's user error. STILL, I liked the music, reminded me of games in my youth.

Space theme and shaking screen were cool too. I appreciated those touches.

BlackBulletIV says ...
Aug 23, 2011 @ 4:25am

@mikelovesrobots3 Thanks a lot!

It's probably a good idea, but I'd only want that effect if the user only lightly hit the sides. Realistically, if you slammed a rocket into the side of a wall, it'd blow up. (And yeah, being drunk wouldn't help, lol.)

cornedor says ...
Aug 23, 2011 @ 5:34am

This one is hard. the rocket moves a bit fast so I fly myself to the sides of the blocks. But very nice game.

jonnopon3000 says ...
Aug 23, 2011 @ 7:53pm

Wow, I really liked this game! I had a lot of fun, and the audio is great. The procedural generation makes the game - it's got a lot of replay value.

BlackBulletIV says ...
Aug 23, 2011 @ 8:42pm

@cornedor Thanks. And yeah, it is pretty hard; takes some practice. But of course, since it's procedurally generated, there's no "end" to get to.

@jonnopon3000 Thanks a lot! I agree, it would hardly be as much fun without the procedural generation (just like Canabalt).

johnfn says ...
Aug 25, 2011 @ 3:55am

Nice little game with nice little polished graphics. Nice overall :) My only problem was that it seemed like I would occasionally run into situations that were simply inescapable, for no problem of my own. Maybe be a little more generous? I mean, I'm going to die anyways... :-)

BlackBulletIV says ...
Aug 25, 2011 @ 4:56am

@johnfn Thanks! You're correct in what you say, there's some impossible situations generated by this version of the game. I am however continuing to develop the game, and thanks to feedback of others it's now (in my opinion) quite a bit fairer than what was submitted.

summaky says ...
Aug 27, 2011 @ 4:33pm

It says my computer doesn't support framebuffer and can't play.

BlackBulletIV says ...
Aug 28, 2011 @ 6:00am

@summaky Yeah, unfortunately framebuffers (OpenGL 3+, I think) are a requirement at this stage. I'm going to try using SpriteBatches, which is supported by OpenGL 1.something and higher.

BlueShaman says ...
Aug 28, 2011 @ 6:04pm

Getting farther seems to be more about whether or not the generator is being nice than any form of skill.... Being able to hug next to the walls without crashing would have made it considerably easier, as well as less-tight generation schemes so there's more room for error. Overall though, very cool! Nice graphics and stoof.

BlackBulletIV says ...
Aug 29, 2011 @ 6:28am

@BlueShaman Thanks for your feedback. *Any* form of skill? I wouldn't think so. You are right to a certain degree however, the generator is a little too harsh. I've been making some adjustments to make it fairer, so hopefully it'll be better when the game is completed.

Andrew says ...
Aug 30, 2011 @ 1:58pm

The only thing I can add which hasn't been mentioned is that the engine particle effects clash with the blocky retro-ness of everything else. If they were little squares it would have blended in better.

BlackBulletIV says ...
Sep 1, 2011 @ 2:39am

@Andrew Yeah, I guess it does. I've played around with making the effects little blocks, but I just don't like the looks of it. Nevertheless, I've stored what I did in case I decide to use it later.

tcstyle says ...
Sep 4, 2011 @ 7:56am

Control precision is good for this type of game. Good soundtrack.

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