a tiny HUGE escape by EricNS
a tiny HUGE escape - by Eric NightStorm, 2024
3 tiny humans got stuck inside of a giant room. Guide them through a short quest filled with obstacles like gates and springs so they can escape!
NOTE: This game is very unpolished. A lot of (mostly visual) glitches can (and probably will) appear on your playthrough. The game is still fully playable from beggining to end, but have in mind that the bugs may annoy you.
Download (Windows, Linux and MacOS): https://ericns.itch.io/a-tiny-huge-escape
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This is my first Ludum Dare, really excited to participate! I“m using Construct 2 for the programming and Krita for the art.
Music track: Rock Me Now by Pufino Source: https://freetouse.com/music
Ratings
| Overall | 585th | 3.5ā | 18š§āāļø |
| Fun | 626th | 3.3ā | 17š§āāļø |
| Innovation | 130th | 3.867ā | 17š§āāļø |
| Theme | 644th | 3.567ā | 17š§āāļø |
| Graphics | 858th | 3.033ā | 17š§āāļø |
| Humor | 390th | 3.321ā | 16š§āāļø |
| Mood | 754th | 3.286ā | 16š§āāļø |
| Given | 11š³ļø | 8šØļø |

- Controlling 3 characters by guiding them with a single mouse pointer, and toggling them on/off is a really cool idea.
- The toggles 1/2/3 doesn't heuristically map to the characters so it was super hard to know which one I'm start/stopping. I think Red = 1, Green = 2 Blue = 3 is the closest to something intuitive since RGB is an established acronym.
- The interaction between the screen moving to follow the group and using the mouse to control movement makes for a very difficult to account for oscillation sometimes when precision is needed, and that's a pretty big problem. I think for the sake of gameplay, the mechanic would work better with a static camera - that is, each view of a level is static and the player characters move around in a level that doesn't pan around. This would make pointing the mouse exactly where you want much easier rather than having to account for the whole screen panning around.
- Other than that, the platforming character controllers could do with a lot of tightening up so that they feel more predictable and responsive.
- The art is okay, though the animation was very charming. The various elements could do with some unified design direction though, they feel disjointed when compared to one another.
I felt that the concept of the controls was really cool, but I struggled with the rubber banding effect that you get from having the screen move which makes the characters move. As someone with dyslexia, it was hard to keep straight which character was which number, might be cute at some point to take a page from Dr. Seuss and give them "thing 1" and "thing 2" shirts to help lol. I loved the idea of the team work, having each have their individual jobs to do, made it interesting. I love ibb & obb so puzzle platformers have a soft spot for me.
Keep it up, hopefully I get to see more submissions from you in the future!
The main issue I ran into was inconsistent collision detection on the springs (it seems like maybe if you hit a spring once it doesn't work until you get sufficiently far away from it again, or something like that.) I also ran into a couple other bugs -- a visual bug a couple times where the door would appear to be closed even though it was open and you could walk through it, and at some point I encountered a level where the door wouldn't seem to open even with all 3 guys on switches:

I definitely love this though, it's got a lot of personality and charm. I hope you'll keep participating in Ludum Dare in the future! It gets easier the more you do it. :)