Way Out by Mutfak Studios
Download Link
- Java (Windows, Linux and Mac): https://www.dropbox.com/s/ed6g85zn2nabe3e/Wayout.jar?dl=0
Controls
- A to interact.
- S to attack.
- Arrow keys to move around.
Screenshots

Description
The Legendary Ergenekon valley is now way too small for the people living inside. But it is impossible to go anywhere else because the exit is long gone. The exit zone is controlled by a giant and its comrades. As a hero of your town you should clean the dungeons and face the giant.
The Making Of
We are a group of people that loves game development. We made this game from scratch with the exception of some sound effects. But all of the sound effects were edited anyways.(Fun Fact: dying sound recorded by one of our guy)
I programmed the game with java using libGDX library. I coded the collisions, physics and AI from nothing. This was so frustrating and I felt like my brain is gonna explode.
Our graphic guy made the arts with a program called pyxel edit. He also made the most of the game design part.
The theme music was made with FL Studio and maps were made with Tiled.
"We are aware of that game design being repetitive and a little long for its content. Its because everyone in our team made one map for each and we just put it into the game."
Music
- If you liked the main theme, you can always listen from: https://soundcloud.com/user-695316027/way-out-ludum-dare-38
| Original URL | https://ldjam.com/events/ludum-dare/38/way-out |
Ratings
| Overall | 486th | 3.19⭐ | 23🧑⚖️ |
| Fun | 342th | 3.238⭐ | 23🧑⚖️ |
| Innovation | 742th | 2.095⭐ | 23🧑⚖️ |
| Theme | 771th | 1.857⭐ | 23🧑⚖️ |
| Graphics | 429th | 3.381⭐ | 23🧑⚖️ |
| Audio | 232th | 3.35⭐ | 22🧑⚖️ |
| Humor | 229th | 3.053⭐ | 21🧑⚖️ |
| Mood | 405th | 3.2⭐ | 22🧑⚖️ |
| Given | 42🗳️ | 28🗨️ |
These mice are beasts! :worried:
But i like the graphics and i am interested to see more of the story!
I loved your sound effects though, and the rats hitting your grave after killing you :)
I tried the boss a bunch of times, but the rocks falling from the ceiling come down with absolutely no chance of being able to avoid them. So it became completely up to chance, and I didn't get lucky enough.
Thanks!
Favourite bit: when you turn into a gravestone and your enemies continue to push you around. :grin:
|+ Movement in general and the weight of your fall felt classic but much less clunky than many old games.
|+ Enemy AI and general decisions regarding them (e.g. the bat always moving down in an arc first when targeting the player and going back to its perch if you went far enough, the mice being just short of most changes in terrain height).
|+ Visuals while simple complimented each-other and the overall tone presented.
|+ The audio of the cavern helped the atmosphere and hearing the initial music presented when you reached the boss gave an immediate sense of accomplishment/boost in morale.
|+ The frequency of health drops from enemies and the checkpoints at each screen including the boss, which would have otherwise felt unjustly difficult.
|+ The zoomed in experience with the boss battle was a nice touch that helped increase its impact and 'epicness'.
|- The level structure of the 3rd area/just before the boss felt a bit too open. While it added some variety the mechanic of the switches had me crossing my fingers hoping I'd randomly hit the right ones and was headed in the right direction.
|- If the mouse felt more awkward/less dynamic to fight than the bat.
|- The boulder indicators in the boss battle could have stood out more (initially just thought they were some graphic glitch as they appeared in the middle of the screen instead of the ground or ceiling-may have been a result of the resolution though as I also couldn't see my health)
I think if you had the mouse take only 2 hits but when it was hit it got knocked back further and would then leap above/towards your head it could have made those engagements more interesting and add a more consistent change of pace between just hitting switches and navigation. Then only have the bats drop hearts to give you more frequently an incentive to take a risk to attack them.
That does however change the pace of gameplay so only an idea rather than critique.
As a whole though the experience felt like the epitimy of a solid game, nothing special but it felt like it had heart so great work!
The game is complicated. Maybe more lives required. Besides, the graphics and all other staff is very cool:) Great job!
I think that having checkpoints after those doors that you have to unlock would justify the difficulty level so that the player doesn't have to redo the whole level. Overall good job with the game!
In terms of the presentation, the visuals are pretty good, especially the main character and the final boss; they have great animations. The boss music is also good, though I think music would have worked better than ambient sound for the rest of the game as well. The sound effects were good, but got repetitive after a while. Overall, I'd say the presentation was good.
This is a really great entry that I had a lot of fun playing. It has some issues, but is overall a well made game.
Nonetheless a cool and fun game. Good job! :smile:
just got:
Error: Could not find or load main class Wayout.jar
forgive my noobness and thanks for checking out our game!