Escape The World by Ajayajayaj

Walkthrough if you're stuck
https://www.youtube.com/watch?v=FgkQZiK2gd4&feature=youtu.be
Instructions
Escape The World is a puzzle game where you must try to escape the small world. The idea was born out of a small puzzle world.
I thought, what would happen if you had a puzzle game where you could escape a small world, then it became this.
There are multiple colors, you only control one at a time (with WASD), and hit space to switch. You can use blocks to stop you.
There are sadly only 7 levels, but they are pretty good, so hope you like them.
This is my 9th LD, 2nd Compo. Thanks for playing! Hope you enjoy, and good luck!
Downloads and Links
To run, open .jar file with Java, do not extract it * Windows/Mac/Linux/Jar DOWNLOAD: http://ajayinkingston.com/LD%20games/ld38/EscapeTheWorld.jar * SOURCE CODE: http://ajayinkingston.com/LD%20games/ld38/LD38-src.zip * TIMELAPSE: https://www.youtube.com/watch?v=UDj-huIeaH4 * Itch.io: https://ajaayyy.itch.io/escape-the-world
Screenshots


Hope You Enjoyed The Game!
Ratings
| Overall | 254th | 3.357⭐ | 30🧑⚖️ |
| Fun | 68th | 3.786⭐ | 30🧑⚖️ |
| Innovation | 247th | 3.214⭐ | 30🧑⚖️ |
| Theme | 475th | 2.607⭐ | 30🧑⚖️ |
| Graphics | 474th | 2.536⭐ | 30🧑⚖️ |
| Audio | 224th | 3.071⭐ | 30🧑⚖️ |
| Humor | 371th | 2.125⭐ | 26🧑⚖️ |
| Mood | 399th | 2.75⭐ | 26🧑⚖️ |
| Given | 34🗳️ | 39🗨️ |
I beat it 8:30 with 461 moves. I'm certain I could beat it with a lot less, as I restarted a few levels and fiddled around in the beginning until I understood the mechanics well.
I liked the simple design - by level 5 or 6 I was able to look ahead at the structure of the level and come up with a game plan, so the mechanics were communicated well enough through the gameplay that they taught mastery. I do think if it had been a bit longer it would've needed another twist in how the mechanics were used or the gameplay would have suffered. As it was, I thought the mechanical difficulty was well-matched to the number of levels and each level ramped up the difficulty at a good pace.
The one thing I would definitely recommend you add is some way of seeing at a glance which color is currently active. I screwed up a few patterns just by thinking the wrong color was selected.
Thanks for a fun puzzle game!
(I'm taking a big guess with the 8:31 time, I'm sure it was 7 minutes something, but the time appeared to have changed when I switched to my web browser)
Good job @ajayajayaj
The reset game code was added in the last 5 minutes of the compo, so I'm sorry for it not resetting the moves.
I'll make sure to try out your game when I'm on my computer.
I agree that showing the current color would help a lot, but it was enjoyable as is. If a score was added, it'd be neat to see a bonus for removing several blocks in a row.
@martenscedric yea, maybe mobile. Thanks for playing!
i also agree this would be great as a mobile game, love to see what you create in the future!
Thanks for playing!
One thing that could be cool is to know which color we control (by highlighting the corresponding squares for example). The music is also too repetitive and catchy imo. For reflexion games, I like a nice relaxing track, with some quiet moments in it.
Anyway, good job for a compo!
@david-cookie Those are some really good ideas. I am still learning how to make good music, and it's still hard for me to create a mood out of music. But, that's a good idea. And maybe highlighting would be nice.
@nedmakesgames Thanks for playing!
@doc-ill Wow, thanks!
Oh, and it took me 438 moves over 7:36 minutes.
One small nitpick is that you didn't need so many colored blocks in each of your levels: I think all of them could have been made with 1-3 blocks of each color while keeping the main logical ideas. This is mostly personal preference, though - I feel that puzzles are more "elegant" if they express their ideas without any extraneous information, but maybe I'm just being snobby lol. To be more specific, on several levels, I felt like I got the "aha" of where to place some blocks so that everything worked out, but I then had to get 5 more blocks to the end in identical ways, which isn't the fun part.
Overall, I thought the puzzles were quite good (extraneous blocks notwithstanding) and the difficulty curve was perfect. If you added some more mechanics and levels, I could see this being a really great game. Nice job!
The graphics are simple, but well polished. The use of animation is really nice.
The woosh sounds are good, but it could do with some better music and maybe an effect for hitting a wall.
@occultone Yea, sorry. If you have java installed there is no need for a batch, you just double click the jar file, and it should run with java, and not open with winrar to extract.
Great use of taking simple mechanics and turning into something that is challenge and requires thinking through the implications of your decisions. I think this kinda game would be good for mobile platforms (tap to change colors, swipe to move). My only real complaint is that I wish there was an indication of what your current color is.
Great work!
The woosh sounds were brilliant.
Good job.
* It might be more engaging if you were tasked with completing the level in a certain number of moves (not the minimum possible number of moves, that would probably be too difficult, but close to it). Or, you were ranked with a gold (minimum number of moves), silver (something close to minimal number of moves), bronze (completed it at all) Or, you got badges, 1 for completing the level, one for solving it quickly, one for solving it optimally.
* If you do that, though (and maybe even if you don't), you'll want to introduce some easier levels to start off with.
Neither of these suggestions are strictly necessary; they would have increased _my_ enjoyment of the game, but I'm not sure they would actually make it a _better_ game in any broad sense. My specific problem was that in many levels, solving the level (in the sense of just clearing all the squares) was trivially easy, and could be accomplished more or less by just dicking around, but I often had the sense that I was missing some more elegant, clever, "correct" way to solve the level, and that the 'real' puzzle would have been finding _that_. Of course, in the later levels, actually clearing the cubes at all became a significant puzzle, but I still felt like I had probably missed the 'real' solution.
To a certain extent, you've already addressed this with the move counter and timer. My suggestion is basically, "emphasize that more", but if you have a different direction in mind (for example, if you prefer the at-your-own-pace, any-solution-that-works sort of puzzle game), then that's also cool.
Anyway, whichever way you choose to go with this, I'd love to see more levels.
My turn move count was 300-something? I don't remember exactly. Time take was 84 minutes, 'cause I went to go eat lunch in the middle :stuck_out_tongue:
https://www.youtube.com/watch?v=pZ-D40BBNhA
make you have to take more time to make your move. Congrats on another successful Ludum Dare, keep it up!