Escapism by dramble
My first Ludum Dare and the shortest amount of time I've had to produce a game.
Controls:
WASD or arrows to move
spacebar to interact
P to start game
escape to quit game
Escapism is a game about the joy of games and the struggle to find balance in a life that is anything but exciting, where there is no escape.
Controls:
WASD or arrows to move
spacebar to interact
P to start game
escape to quit game
Escapism is a game about the joy of games and the struggle to find balance in a life that is anything but exciting, where there is no escape.
Ratings
| Coolness | 6% | 87 |
| Overall | 2.38 | 392 |
| Audio | 1.75 | 312 |
| Community | 1.75 | 410 |
| Fun | 2.23 | 361 |
| Graphics | 2.31 | 354 |
| Humor | 2.33 | 138 |
| Innovation | 3.08 | 173 |
| Theme | 2.85 | 280 |
Feedback
sfernald
23. Aug 2011 · 22:13 UTC
Cool idea man. Looks like you didn't finish it. But playing the game within the game was pretty cool.
johnfn
25. Aug 2011 · 04:34 UTC
Escape the Zombies is arguably the hardest game...ever. It seems like there should be some sort of strategy but I just keep dying over and over. It was kinda addicting though.
mikolalysenko
26. Aug 2011 · 22:42 UTC
A neat concept, but I wasn't sure if there was a point to it (or maybe that IS the point and I'm not getting it).
Chinchilla
27. Aug 2011 · 15:48 UTC
Mucho likey! Could benefit from some fail conditions (for running out of money or energy). I really got into escape the zombies (I think I got about 1,300,000 in the end)
triplefox
31. Aug 2011 · 03:56 UTC
This feels likes it's right on the cusp of being a good art-game experience if it were fleshed out more. I think the main thing that is missing is a feeling of consequence. "Escaping" into the zombie game doesn't have any real effect on the rest of the game world - similarly, letting your money and energy go to 0 also do nothing. Introducing some dynamic that adds some tension and choice between the escapism and the "real" world could do a lot for the game and its meaning.