Space Escape by FelipeDev

Top-down monochromatic action game where you need to escape avoiding obstacles through 10 stages. You are a skillful space secret agent caught on a trap in a enemy orbital base. Run out of space or die without oxygen!

Use enter/space for confirm text and arrows/WASD for movement. Post your high score. Game screen is too small? Remember: Browsers have zoom function.

Tools used: Cocos Creator, Visual Studio Code, Paint.NET, Tiled, GifCam and BeepBox.

| HTML5 (web) | https://tinyurl.com/y7d6rz3y |
| Source code | https://www.mediafire.com/?yne624bjuv38l8s |
| Original URL | https://ldjam.com/events/ludum-dare/42/space-escape |
Ratings
| Overall | 335th | 3.425⭐ | 22🧑⚖️ |
| Fun | 354th | 3.263⭐ | 21🧑⚖️ |
| Innovation | 675th | 2.368⭐ | 21🧑⚖️ |
| Theme | 688th | 2.447⭐ | 21🧑⚖️ |
| Graphics | 179th | 3.711⭐ | 21🧑⚖️ |
| Audio | 265th | 3.158⭐ | 21🧑⚖️ |
| Humor | 267th | 2.639⭐ | 20🧑⚖️ |
| Given | 19🗳️ | 11🗨️ |

I was a bit hard. And not hard in a way that would take some skill to execute (even though there was a bit of that too) but in a "bash your head against this until you've memorized the patterns" way. I dunno if adding visible tracks those death bringers travel would be too easy but at least it would with said memorization and would be easier to see where is safe and where isn't without so much trial and error. At least it would help with some places where a spike ball just suddenly runs at you with a speed our sound with no possible way to react to it.
The difficulty curve was also a bit all over the place. I think I struggled the most on level five (until I stopped being so damn stubborn and arrogant and decided to take it more slowly and methodically). Even some of the later levels could almost be completed blind by just running through few spike balls. Of course this affects the scoring in the end and was probably the reason I ended up with none. :wink:
The look was nice. The original Game Boy was my first ever own console so that aesthetic hold a fond place in my heart. Now I just gotta calibrate my screen to show everything a bit green and we're golden. The music was ok too but got kinda repetitive and monotone quick. Dunno, maybe adding drums to the tracks could help. And based on the music, I guess there was some kind of time limit per level also. I think it was level nine where I was finally almost at the door when the music changed, I got spooked by it (in my mind I thought some kind of bubble bobble like killer ghost would come after me) and ran straight to the only spike between me and the door.
And I'm still not quite sure what that number on the top right of the screen was. Is it the time limit?
Anyways, good job!

`133 * 10 != 330` and `330 * 10 != 300`
@antti-haavikko Yeah. During the Jam I only tested with myself so I had no problems with the patterns or ending with zero score. In the next version I'm thinking on marking some parts on ground for helping the player for noticing the patterns.
Yes, stage five and seven need a little balance on the corridors. And yes, the number on top right (O2) was the oxygen counter or time limit.
330 * 10 is 300 because of the three digit limit, so the bigger digit was cut.
@johnny-turbo I thought "(almost) no one will take the theme literally". I was very wrong XD
If you don't bother take a look at our game when we focused on Graphics and visuals and see the results that we got:
https://ldjam.com/events/ludum-dare/42/spacelab-42
Commenti haddi
Took about 16 minutes... Let's just say I play recklessly...
Great game! Simple mechanics with an awesome difficulty curve and very cute retro graphics & audio.
@nihilaleph what is your browser?