Escape from Pajitnov by interface
Limited Space
Have you ever played RPGs, survival or Looting games where your character's capacity is severely limited and you find yourself playing Tetris in your inventory? Well, do I have a game for you!
Your mission, if you choose to accept it!
- Load into one of the first-person missions
- Find the loot
- Complete the inventory-driven objectives
- Find the extract and escape from Pajitnov!
Controls
- Mouse/WASD, SHIFT to run, SPACE to jump
- F to pickup items
- TAB to open/close inventory
- In inventory, mouse click to pickup/place items
- In inventory, R to rotate
What is Pajitnov?
Credits
All the programming was done from scratch in Unity, but graphics assets were used freely from the web.
- UI Icons from Kenney.NL
3D Assets were downloaded free from the Unity Asset Store:
- Main Screen Assets: Low Poly Simple Furniture FREE by Gobormu
- In-game Assets and Level: Low Poly Houses Free Pack by Palmov Island
- Inventory item assets: POLY - Lite Survival Collection by Animpic Studio
Screenshots



| HTML5 Itch.IO | https://codecrib.itch.io/escape-from-pajitnov |
| Original URL | https://ldjam.com/events/ludum-dare/54/escape-from-pajitnov |
Ratings
| Given | 4🗳️ | 3🗨️ |
- Fullscreen didn't work but would have been nice with the items on the ground being small (to see and click)
- Is there a reason you didn't use a click to pick-up an item? Seems more intuitive since using clicks elsewhere (menu; inventory) but not in main gameplay
- I couldn't find the "extraction zone" so had to just abandon even when I did get all the items one time
- Giving the player some kind of feedback (sfx; text) when inventory full and trying to pick-up an item would be helpful
@lou-bagel thanks for the feedback. To your points:
- Yeah the fullscreen button of itch and the fullscreen option of the unity webgl build don't work together somehow...
- Yes! One was to mimic many FPS games where E or F is used. Secondly the intent was to build enemies or other sorts of dangers (for added pressure), requiring a fire mechanic of the mouse click...
- Did you see the mission text (once completed) described roughly where it was? Or you didn't know where to go look based on the description?
- Yes I watched a streamer play and I agree it's not clear what's happening when it's full (looks like a bug). There also seems to be some bug where it's not always able to find a spot if the item has to get rotated to fit. Overall addition of sound, as in any game, would make a big difference.
I would like to have played more with the inventory and less looking for the little items, I liked the map and the inventory was well built. as others have said sa few simple sound effects would have helped a lot too.
Good job and well done :heart:
- Totally understandable, don't expect you to troubleshoot that during a game jam. Just saying it was kind of hard to see which item it was on the ground until you got used to them. Also, FYI - on itch, you can uncheck an item so that fullscreen icon doesn't show up
- Ignore my comment then! I don't play a lot of FPS on PC, so take what I say with a grain of salt. If it is the normal controls then I'd say it is a positive!
- I didn't notice the text on where it was. It was the last level, I got all the items, and did like 3 laps around the level before I gave up. I didn't see anything that looked like it was marked for an extraction point.
- understandable
I hope you are enjoying the game jam! I did have one other thought/tip:
The items seem randomly strewn about. I think it would add a bit more if there was some logic to it, where a player could be like "oh, I bet this item would be near the X". The map you used looks like a fairground or something - I know you wanted to have enemies and this be a FPS - but you could have done something silly, like made the items fairground items or toys, call it escape the fairgrounds, and made the intro text "try to carry all the items your daughter wants so she doesn't throw a temper tantrum when you leave" - a silly example, I know, but just something so the player can see the Ferris wheel in the distance and be like "oh I bet this item is over there" or "oh that pond must be where I find her the pet fish she wants" - this may all seem a bit trivial, but it really helps the player make sense of what is going on, and players are trying to do this all the time, which is why they get a bit confused when things are just random - they can't use there logic to try and guess where things are and instead feel like they don't get it. In one word: intuitive. And this would have been achievable with the same mechanics you implemented, just different items in different places.
Hope I didn't step on your toes with that - was just trying to illustrate the idea. Game jams are also a great place to have silly concepts and have that kind of fun with it. Have a good one!