Description
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Summary

Players appreciated the game's simple controls, high-contrast black-and-white graphics, and the variety of breakable objects. However, several noted issues with movement controls, particularly the lack of diagonal movement and restrictive input prioritization. The health system and enemy interactions were criticized for being unforgiving, with suggestions for invincibility frames or clearer health feedback. The theme connection was seen as weak, and the absence of audio feedback was noted. Some players recommended restarting from the latest room upon death to improve flow.


Controls Gameplay Mechanics Graphics Audio Theme Integration Generated by AI based on the feedback Escape received.
  • Jupiter Hadley
    Lv. 13

    Good start! I included it in my GM48: One Tool, Many Uses compilation video series, if you’d like to take a look. :) https://youtu.be/CSolNVWY9mU

  • Veralos
    Lv. 38

    Interesting game. The concept of searching for a key is good and executed fairly well, though I feel you should restart from the latest room when you die.

    The theme isn't very prominent. Yes, you can break a lot of different things but it feels pretty samey.

    I do really like the black and white style. It looks cool and having the exit door be a different colour helps it to stand out. Some audio would be nice, though.

    Other than that, the movement controls are a bit awkward. I understand that diagonal movement can sometimes be a pain to deal with but if you're going with four directions it would feel smoother if the latest direction took priority. For example: If you are moving up then press right you should go right (and vice versa). Currently vertical movement always takes priority so you can't move left/right unless you let go of the up/down keys.

  • Kwis
    Lv. 67

    Have 10 hp but you lose so much when taking a hit :/ Not much point to that Controls feel restrictive, like I can't move diagonally

  • SirTotallyAverage
    Lv. 15

    Wish it had sound for when you find the keys and also kill enemies. The only problem I saw, was that on my second try, an enemy spawned right on my head and killed me outright. So a safe buffer around the player of where they can and cant spawn would be good. Movement was rock solid though and I like the simplistic high-contrast graphics.

  • Joseph
    Lv. 4

    The basic control works well, though being able to move diagonal would have been nice. I like the simplicity of just holding out the crowbar and it functioning, and I like the large number of things you can break/open with it. I wish keys appeared closer to you when you open the correct object though. Sometimes they appear outside of the view and I don't even know how I made them appear.

    On the third screen, I touched one enemy for the first time and died. I thought I could take a hit because I had 10 hp, but there's no invincibility frames so I still died in one touch, and it made me restart the whole game. Either give more hp and a healthbar, add invincibility frames, or just have the player have 1 hp, so that the player doesn't think they can take a hit when they can't.

    Parum
    Submitted

    Parum

Post-mortem
Result
48th
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