Escape from Wonderland by ViJeMir
Welcome to Escape from Wonderland

The Wonderland has turned into a dangerous and mysterious place ever since Alice drank the shrinking potion and became tiny. What was once a beautiful land is now overrun with magical mushrooms, and creatures determined to stop her at every turn.
You're embarking on an endless journey to escape this twisted version of Wonderland, where every jump, every step, and every encounter could be your last. Terrifying foes like the Queen's card army and venomous spiders make your escape even more perilous.
Some enemies you might manage to charm into joining your team, while others will stop at nothing to take your life. The deeper you venture into this madness, the more you start to wonder: how long can you survive?

Game Overview
This fast-paced 2D endless runner tests your reflexes at every moment. Every jump counts, and quick thinking is your best friend as you face the ever-changing dangers of Wonderland.
- Playtime: As long as your skills, persistence, and determination can hold out (but trust us, you’ll want to keep pushing further!).
- High Score: The game keeps track of your best score, so there's always a chance to beat your personal record with every run.

Controls
- Movement: Alice will have to almost always move forward due to the influence of the world and the void that will walk on her heels, only occasionally turning around to have the opportunity to recruit more allies.
- Jump: Press the space bar to jump, and press it again to double jump.
- Shoot: Click the left mouse button to shoot at enemies and recruit them to your team.
- Camera: The camera gradually accelerates from a very slow speed to a fast pace as the game progresses. If Alice falls behind and goes outside the camera's view, she will perish.

Are You Ready?
Are you ready to dive headfirst into the madness of Wonderland?
Then let's begin the adventure and see how far you can go!
Developed by:
Trifon Ecaterina
Jelihovskii Vladimir
Dulghieri Valeria
Ratings
| Overall | 701th | 3.382⭐ | 74🧑⚖️ |
| Fun | 826th | 3.042⭐ | 74🧑⚖️ |
| Innovation | 677th | 3.129⭐ | 72🧑⚖️ |
| Theme | 713th | 3.451⭐ | 73🧑⚖️ |
| Graphics | 108th | 4.399⭐ | 76🧑⚖️ |
| Humor | 579th | 2.975⭐ | 62🧑⚖️ |
| Mood | 347th | 3.75⭐ | 72🧑⚖️ |
| Given | 35🗳️ | 114🗨️ |
It's so sad(
Mi proebali
More defined outlines would help, and blurred and/or lighter color backgrounds.
Collission detection wasn't great, but it's a jam game. Turned out better than mine did.
As for the level design, I personally feel like certain enemy placements are a bit unfair and can catch first-time players off guard. For example, placing an off-screen spider right over a mushroom where you're set to bounce into it, or being shot at by an off-screen red spy card while standing near the edge of the screen. Eventually you get used to it and accept being wary of random bouncy mushrooms and being near the edge of the screen as part of your strategy.
Oops, gotta get moving now, or the Red Queen will have my head! Once again great job on your game!
Love the graphics, and the music is nice and soothing, bit sad i couldn't experience the game properly :/
Some more playerfeedback on hits would make this even better since i didn't immediately notice when i got hit most of the time. Other than that great entry!
- Feedback when bullets hit
- Feedback when taking damage
- Controls felt floaty, but can be argued to be in theme
- Camera felt a bit off, don't know how to describe it
Good effort!
It's funny, I've been obsessively watching "Head Over Heels" by the Go-Go's; it seems you wrote the theme game for this song. Good job, everyone!
Still a very good entry!
I also appreciate the inclusion of the tutorial, the mechanics are very unique to the game, so the extra time dedicated to explaining them not just on the LD page but the game itself is a nice level of polish and foresight that I don't take for granted.
Ironically, the pacing of the tutorial is a lot faster with the free roaming camera, and that makes it feel a bit more frantic and exciting, I would love to see a version with this set up.
Echoing a lot of the feedback from before, not knowing when you get hit or when an enemy gets hit makes keeping track of things a bit difficult, specially in the sections where Alice goes behind some elements like the crystals, but the enemies in front can still hit you.
That issue aside, I still really like the overall atmosphere and the recruiting (and betrayal) mechanic did add an extra bit of depth, and it gives some design space and leniency for the auto scroller to be faster without it feeling unfair.
Great entry!
-Boat
Besides the theme, I wanted to point out how graphical style looks quite unique due to effects that add texture to the models, and animation adds a lot (on Alice, on cards - it looks smooth and pretty). Background looking like a book illustration is a perfect touch.
Quite honestly, I have to confess I was pretty bad in this game ;_;
I did complete the tutorial (which is a great addition, quite thoughtful!) but in real game I died all the time and couldn't get very far even after multiple tries ^^' That's not to say it's a downside of the game, I might be just not very good at it, and with practice I could get better (I was covering a little bit more ground with each try!)
(Blocks suddenly falling down while I am standing on them were a surprise for me though! ;_;)
The only nitpick I have is the very beginning of the run; the camera pans a little bit *too* slowly there, so first few tries I was just confused (died to enemy I didn't see yet, try to move into the "wall" of the screen towards unknown, fell off, etc etc).
Besides that, I have to say it's quite a feat to complete a pretty polished beautiful game with gorgeous main menu AND a tutorial - in only 3 days!
i only wish that the gameplay was a bit more forgiving and gave you more control (or at least a feeling of control :D ) on the game: at the beginning, for example, the camera moves too slow for you to see the enemy, but the enemy can already attack you. sometimes you jump to the platform and manage to stick to it, but it doesn't give you the ability to move on...maybe it would be cool to give the player some time to ajust to the controls and all mechanics, and give some room to make mistakes (like with jumping), but still proceed :)
wish you best of luck!
My impressions of the gameplay are mixed. On the one hand, I like the idea and I really wanted to move further and further every time. On the other hand, I really missed some kind of visual and sound impact from hitting enemies and my own injuries. It's very easy to miss the moment when you're on the verge of death, because you didn't have time to look at how many hearts you lost, and you had no other indicators.
But the overall impression of the game is good! Good job!
Agree with comments above, I think more visual feedback when enemies were hit will help and may be something in visuals for falling platforms, not sure, but it looks like you can understand that the platform is not stable only when you're already on it and it's trembling. Also camera movement mechanic feels a bit clunky, because it's possible to get out of the screen using mushroom and double jump both on the right side and on the upper side. May be if there was some kind of enemy on the left who is constantly chasing Alice it will be a little bit more obvious, why on one side it's okay to leave the screen and on the other not. About controls: for me was a bit inconvenient to use wasd and space with one hand, will be cool if it was possible to shoot and jump with one hand (e.g. shooting was on X) and another hand for arrows. Maybe control scheme from cuphead would be applicable for your game.
But still really cool mechanics, really cool artstyle, hope you will continue work on this game after voting period, would love to play more!