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A jam submission

Cry0scapeView game page

Escape the Facility - before you freeze!
Submitted by Ecorion, bentomorii, anselans, LeafoStuff, romeupro — 9 minutes, 35 seconds before the deadline
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Cry0scape's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#194.1884.188
Graphics#204.0624.062
Overall#293.5093.509
Originality#303.7503.750
Controls#303.4383.438
Fun#363.4383.438
Audio#623.1253.125
Accessibility#762.5622.562

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.5.1

Wildcards Used

Left Wildcard

The first wildcard (description pending)

Right Wildcard

The third wildcard (description pending)

Game Description
Trapped deep inside an abandoned space facility, a sentient slime known as Ecto has only one goal: escape the facility— and fast.

How does your game tie into the theme?
The Main Character is tethered to the Player Character through a strange psychic Bond. By that you can swing, sling and bounce through the zero gravity in Space without stopping!

Source(s)
N/A

Discord Username(s)
Ecorion, romeupro, leafostuff, ansel__, bentomorii

Participation Level (GWJ Only)
1

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Comments

Submitted(+1)

Nice work! Great presentation. For me, though, the ice spike weren’t nearly as fun flying around smashing into things, having to move slowly and carefully.

Submitted(+1)

This game is so cool and I'm so bad at it. It really brings me back to the old Metroid games from my childhood with the level designs and aesthetics. I really enjoyed trying to figure out different techniques to launch my amoeba friend and catch it without it swinging around wildly. Feels like a natural high skill ceiling sort of design.

Submitted(+2)

Visually, one of the cleanest entries I've seen thus far. Well done.

Submitted(+2)

I enjoyed the rope mechanics. It seems a popular "spin" on momentum. I saw it in the last jam but it was permanent, the off and on effect here is much more fun (by that I probably mean simpler and less buggy).

Graphics were awesome and the music began very well but didn't stand repetitions so well.

The friendship between a giant amoeba and a service droid feels a "stretch", I would allow it, had the lore been more believable. I didn't read that first, and gameplay feels like the robot is leading the slime. There is a "strange psychic bond", and almost symbiosis, but the droid is merely a tool, from what I read.

Developer

Just read your comment, thank you for playing!
Well the Lore side of this game fell a bit short in favour of having a better gameplay experience :D
Basically speaking, the Droid is being "telekinetically/telepathically" controlled by the "Slime". And that Slime (Ecto) got that ability by being experimented on in the now abandoned facility!

Submitted(+2)

I really like how I could swing the slime around! The level design was clever and the controls were really smooth. Also, as I'm sick and congested right now this is probably what is happening in my nose 

Submitted(+2)

The slime has a good weighty feel to it and its fun to swing it around and drag it behind you. I think some of the narrow ice spaces were a little too narrow, or that the penalty for dying was a bit too much. Maybe if the buttons stayed pressed even through death, or a checkpoint? The other suggestion I'd have is to have the camera go ahead of the player when possible, maybe using the mouse position to influence where the camera is.

Overall this felt really good! The controls felt really responsive and I can tell you spent a lot of time tuning that.

Developer(+1)

Thank you for the feedback!! Honestly the current camera was some sort of last resort on our part, we were not able to playtest while building the levels for a while. Im glad you had fun tho :)

Submitted(+2)

Felt very nice to move around, though the slime could get a bit crazy when it gets stuck on something, so turning corners was sometimes overly difficult. I found the level with the tight hallways of ice very tedious and ended up just moving as slow as possible.

Developer

Thank you for playing!! We originally planned for other hazards other than the instant kill spikes! unfortunately we didnt get to finish those in time, so some levels ended up being a little too punishing. 

Submitted(+2)

The game is really good, the movement mechanics are very well done, as are the various challenges we face.

The momentum theme is very well executed; the game is coherent and well-crafted.

I'll be back to try and beat the developers' time after the holidays :)

Developer

Thank you :)

Good Luck with that, Its going to be a tough task :D

Submitted(+2)

Perfectly on theme, I also love how you implemented Pocket Pal. REALLY tough game though, those last few levels were rough to beat. I loved the game in general and the controls felt very intuitive.

I do think the camera makes the game unnecessarily hard though. It should show where you're going, not where you were. I often have to move slowly to drag the camera because I can't see what's ahead.

I also wish there was an easier way to tell where you're supposed to go first. It's very frustrating to go straight to the level exit and have to backtrack all the way to the other side of the level to hit the button, then go back to the exit. The game is linear anyway so I don't see the point of giving a choice on whether to go left or right when only one is the correct choice.

I also just read that fire gave you invulnerability for 8 seconds. I had no idea! Aside from those, it's a pretty good game. Nice work.

Developer(+1)

I can totally see where youre coming from, we had an initial camera script, which broke midway through and we didnt have the time left to fix it, so we took the properties of the Camera Node. If it werent for a Game Jam, we would have fixed it, 100%!

Regarding the levels, i wanted to have some element of: Its a (small) maze. If you are Ecto (the slime), you also dont know where to go, but i get what you mean with that!
Thanks for taking the time :)

Submitted(+2)

Great use of the momentum keyword..

navigating the ice was super tedious though.. the elasticity made the blob so bouncy and hard to control for those sections.. if I could reliably launch in a chosen direction maybe there were techniques to just make it ballistic and miss them all, but I had to give up after dying to ice to much.

audio loop but fit the game well and i liked the music but it was too short so  got a bit repetitive

Developer

I mean it was part of the core idea, that it isnt straightforward to aim with the slime. And when designing the levels, i really wanted it to be a difficult game, so thank you for your feedback, i think we achieved our goals :D Will check out your game later :)

Submitted(+2)

Oh man I didn't see your challenge to post a time. I didn't pay attention. Maybe I'll go back later and see if I can't post a good time. The look of the game was great and the controls felt really good. Level design was better than I expected with this being a game jam game (generally folks run out of time creating levels). I think you've got a cool concept here and would love to see even more creative levels. I wasn't really sure what the fire did so I wasn't sure if it was worth picking up. Really solid entry folks great job!

Developer

Thank you for taking your time!


The Fire Pick-Up gives you invulnerability against Ice Spikes for 8 Seconds. So if it gets really tight, it might help to pick those up :)

Submitted

Oh that makes sense. Is there an indication that your are invulnerable? I'll have to look again. I didn't notice anything but then again I was also not picking them up often :).

Developer

There is, it is slightly bugged however. The slime changes color, but only if it is not tethered at the moment.

Developer

Beat the Devs: Our best Time is 285.41 Seconds.
Post your Results here! :)