Think Before Escape by acoto87
A realtime-turn-based platformer.
The player has a certain amount of time to advance in each turn, but when the turn is over, the enemies have their turn to move. You must watch out for this in order to advance in the game.
There is no penalty for losing in the game, other than that the position of the player is reset to the start of the current screen.
Can be played with keyboard (arrow keys and space) or with xbox gamepad (recomended).


Ratings
| Overall | 118th | 3.793⭐ | 198🧑⚖️ |
| Fun | 183th | 3.574⭐ | 199🧑⚖️ |
| Innovation | 73th | 3.926⭐ | 199🧑⚖️ |
| Theme | 58th | 4.207⭐ | 198🧑⚖️ |
| Graphics | 172th | 3.678⭐ | 199🧑⚖️ |
| Audio | 341th | 2.817⭐ | 193🧑⚖️ |
| Humor | 404th | 2.466⭐ | 165🧑⚖️ |
| Mood | 298th | 3.1⭐ | 182🧑⚖️ |
| Given | 73🗳️ | 62🗨️ |
So, firstly: It's a little small, windowed on a mac. But I worked with it. :)
It was pretty fun, really creative, and the audio dings were helpful! the UI was pretty great too. Simple, but conveyed enough info for me.
The funny part, is I got stuck here, waiting for that helicopter enemy to come to my side of the screen, so I could sneak past him, but I couldn't get him to. So I didn't make it past that part. :P But it was still very fun and I'd play it again sometime!
Also, the "tin, ting!" sounds pretty resembles a metronome, and it's really cool.
Nice work dud! I'm thinking about a polished version of this game with music and more art! Do it plz!
Hate the chopper..
Good job. Bunch of start from me.
Anyways, in the later stages it turned into a waiting game, which I didn't really enjoy too much, but overall great job! Also simple graphics go a long ways!
I did notice that in the later stages the player has to wait a little too much to synchronize platforms and flying dudes, but I also found that is a little hard to fix that part since the synchronization dependes on how you played and how much time you do in the previous levels.
I don't finish your game yet, but I'll and leave you a proper review when I finish it. :)
Anyway the graphics looks consistant et the gameplay is robust.
A bit challenging on the timing sometimes but if you are patient it pays off.
Well done !
Some of the jumps were difficult to make, and needing to wait several turns for platforms to line up was annoying.
Good game overall though, I like the graphics.
I would love to see the audio explored a little more, since the current set can get a bit repetitive.
@Blinkenlights Yeah, probably the flying dudes need improvements. One of them could be showing some sort of indicator of the area they are covering, and the other could be what you suggested, I'll look into it to see what works best. Thanks for playing!
The theme is perfektly matched.
Level design-wise a lot of screens turn into a waiting game, especially when you get longer time periods, because the enemies tend to stop at the one spot where I cannot continue a lot of the time. But that's a simple tweak issue. The game itself, and the execution is really good!
Well done.
Would have liked to have seen some variety in animation like perhaps idle silliness or something to give the main character a bit more personality, but overall a very very solid entry
At first I had to get used to that time could freeze during a jump but after all that wasn't that hard at all.
Great game!
Also, the first time a slime jumped at me I was so surprised I yelped! Sneaky little devils!
This game was excellent. The only issue I had was that the slimes all looked the same but didn't all behave the same. Great concept and excellent execution.
Other than that, this is a really good entry.
Just some feedback: On one of the levels a blob moves on three blocks and esentially only minimally changes his position after a turn, which leads to a lot of waiting if you have the blob in that state.
That wasn't a big deal however. Anyway, great entry!
Incredible job here! I just wish the level design would be more challenging on tricky ways, not only by having hard enemy placements. Having some Mega-Man-esque level designs like disappearing platforms and some more complex moving/behaving patterns for the enemies would make this game go from great to mind-blowing.
Well done!
Very creative and challenging. I believe AI has to be improved, but I really enjoyed seeing these two genres working.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
@cristiano.m.garcia I already have rated and reviewed your game. It's a good and interesting game.
Now for the nit-picky stuff:
* ghost jumping would be great
* jumping with a gamepad didn't work for me in the WebGL version - instead of a long jump, the character just kept doing tiny jumps (but that might just be the device (Logitech F310) - it worked great in the Win version)
* some screens felt a bit too 'position-dependant' - I had to wait quite a while for the moving platforms to get into the right position (especially the very last screen)
* the base sfx volume is too loud
* the timescale could get faster during the enemy turn, but that might get confusing
Reminds me strongly "Braid" which was also platformer about time manipulation - it feels this way for me (not that you have turns but that you depend on some time manipulation trickery...)
Game is very well paced, teach you core concept very well and levels are very well designed.
As some ppl mentioned before there are some issues later in the game that enemies are desynchronized and you have to wait a lot to progress, but on the other hand i love idea that you do not punish player for failing but simply you let him play again and again - this is very addictive! :)
Things that are lacking here are:
- not very good pixel art (very repetetive :D)
- no music or story :(
- did i mentioned no music? :D
Great things in this game:
- very well paced introduction to core concepts of the game
- great level design
- player movement and jumping feels very juicy
- letting player play over and over without penalty
- core concept is not very innovative (i think everybody thought for this theme :"turn based platformer") but execution is outstanding!
- i see that you had to think about few issues with this idea like: "what to do when player respawn in enemy" or "what to do when player falls over into enemy over and over" - and you solved those issues very well!
- enemies are quite 'smart' i would say and their new abilities are introduced step by step - which is very good
- one enemy followed me even to next level (maybe bug but it feels like feature - and it was great feeling and suprise!)
Only bug that i found is that you can jump "on the level" - like in Mario - check out screenshot

You can check out our game here: https://ldjam.com/events/ludum-dare/41/educational-beat-em-up-punches-delivered-with-math
Obviously for great success this needs a lot of marketing and probably some big advertisements like for XBox or PS but i would give it a try! ;)
On a second read of your review:
I want to say that I know about the bad things in the game, in terms of art and music, and above all it's because my skills in those areas are very primitive, and I have no idea how to do nice things, except in code: P. So I always end up doing something not very pretty, although I must say that this is my best work of pixel art XD.
Early in the development of the game I notice the "bug" about the player been able to walk "on the level", but left it there because I wanted to do some kind of Mario warpzone/shortcut thing, but in the end I didn't. However, it was fun to watch some of the streamers (and also you) try to walk "on the game", and see the reaction when they think they found a hidden passage, but they aren't. I really regret not having put at least one in the game, because it would have been much cooler.
Anyway, I don't have on my records anyone who played it twice and say it in publicly, so thanks you very much for playing again!
Nice job ! It was a pleasure to play it.

Edit: beat the level :D
Edit:
