Escapalism by Riccardo Stucchi
Minimalist graphic, minimalist gameplay, what will you do to reach the minimalist "escape"?
***** READ ME ******
We tried not to focus on a minimal graphics but we've tried to find out a way to create a minimal approach to the gameplay.
Your goal is to escape from this minimal, black and white world. On the way you might find something that doesn't belongs to this minimal world: the weapons (in fact these are full of different colors). The enemies appear when you pick up a weapon and they try to kill you because you're trying to modify this minimal world (however some bugs allow the bots to show up in some cases).
For this reason you get the better score when you find the exit of the labyrinth in a minimal way, trying to preserve the minimal world.
*********************
Reach the exit of this labyrinth...... and beware of the guards! they are everywhere!!!!
.... it's so minimalist that it misses the 70% of what we wanted to make!
Procedural content generation for the maps.
Developed in Unity.
*Version 1.2*
-Solved enemy AI bug.
-Solved score issue
-Hole => Death
**web version now available!**
Developed by:
*Programmers
-Me
-Andrea Villa
-Valerio Ceraudo
-Marco Fumagalli
*Graphic artist
-Andrea Brivio
***** READ ME ******
We tried not to focus on a minimal graphics but we've tried to find out a way to create a minimal approach to the gameplay.
Your goal is to escape from this minimal, black and white world. On the way you might find something that doesn't belongs to this minimal world: the weapons (in fact these are full of different colors). The enemies appear when you pick up a weapon and they try to kill you because you're trying to modify this minimal world (however some bugs allow the bots to show up in some cases).
For this reason you get the better score when you find the exit of the labyrinth in a minimal way, trying to preserve the minimal world.
*********************
Reach the exit of this labyrinth...... and beware of the guards! they are everywhere!!!!
.... it's so minimalist that it misses the 70% of what we wanted to make!
Procedural content generation for the maps.
Developed in Unity.
*Version 1.2*
-Solved enemy AI bug.
-Solved score issue
-Hole => Death
**web version now available!**
Developed by:
*Programmers
-Me
-Andrea Villa
-Valerio Ceraudo
-Marco Fumagalli
*Graphic artist
-Andrea Brivio
Ratings
| Coolness | 50% | 3 |
| Overall(Jam) | 2.66 | 452 |
| Audio(Jam) | 2.59 | 349 |
| Fun(Jam) | 2.44 | 423 |
| Graphics(Jam) | 3.09 | 298 |
| Humor(Jam) | 2.53 | 182 |
| Innovation(Jam) | 2.42 | 429 |
| Mood(Jam) | 2.68 | 355 |
| Theme(Jam) | 3.27 | 269 |
@dick_claus, to kill enemies just hit left mouse botton :) Smaller weapons have smaller power, so its harder to kill them!
I'm sorry that the goal was not well specified. I'm going to explain here our game:
We tryed not to focus on a minimal graphics but we've tryed to find out a way to create a minimal approch to the gameplay.
Your goal is to escape from this minamal, black and white world. On the way you might find something that don't belongs to this minimal world: the weapons (in fact these are all full of different colors). The enemies appear when you pick up a weapon and they try to kill you because you're trying to modify this minimal world (however some bugs allow the bots to show up in some cases).
For this reason you get the better score when you find the exit of the maze in a minimal way, trying to preserve the minimal world.
@RobProductions thanks for the 3rd point, it's a very good observation! I'll keep it in mind
Bravi ragazzi :D