Paper Prison by Fifut
Description:
You are in prison. You have to escape.
Dig the wall behind the shelf, take the dirt and put it in the toilet.
Be aware of the guards' round every 10 seconds.
Do not leave any dirt on the floor of the cell.
Walls to be dug are randomly generated
How to play:
- Arrow keys :arrowleft: :arrowright: :arrowup: :arrowdown: to move
- Left click to interact or hit, Right click to grab and drop.
Screeshots:


Context:
- Second LD.
- This time my skill is better :thumbsup:
Play on your browser on Itchi.io : Paper Prison
Tools I use:
- Engine : Godot 3.5.1
- Sound : My own recordings, sfxr
- Music : Sequence8, Audacity
- Art : Paint.net, paper, pencil, colored pencils
Builds:
- Godot can export game for Windows, Linux and OSX. Unfortunately I only tested under Windows.
Issues:
- If Windows block the game, don't worry, just extract the zip file before launching it.
Ratings
| Given | 0🗳️ | 0🗨️ |
One thing: The controls should be way more forgiving. Especially when I have to do things under time pressure. Sometimes I was clicking on stuff and nothing happened, but I was right next to it. Also sometimes I was picking up the wrong dirt (not the one I clicked on).
Good job on the game!
Thank's for playing!
however for me it doesn't start in this site:
"Failed to read the 'serviceWorker' property from 'Navigator': Service worker is disabled because the context is sandboxed and lacks the 'allow-same-origin' flag."
Had fun !
Embedded does not seem to work on Edge and Google chrome
I second the comment that WASD controls would be nice -- it's actually quite easy to add in Godot! I used that engine for my game too. You can go into Project->Project Settings->Input Map and add additional keys to whatever your up/down/left/right input mappings are.
Also, had some issues with move through some dirt blocks. Had to turn a bit to slide.
Well done!

Art style was great. I was pretty surprised by the nice smoothing in the main menu.
I think there was quite a bit of depth to the collider shape you chose for the player. It was cool how you could speed things up by squeezing through 2x1 holes if you turned to the side. You could also just barely squeeze through "diagonal" 1x1 holes, that technically had a clearance of sqrt(2) instead of 1.
I enjoyed being able to see the layout of the dirt maze before going down there, so that I could plan ahead. Trying to maximize speed here in general was really fun. However, I do wonder if it would be better with a specific design for the dirt maze, rather than it being randomly generated. I ended up hoping to get good maze rng when trying to get a high score. Even better would be to keep it randomly generated, but make the random generator a bit smarter, so that all results are roughly as difficult as each other and have roughly the same opportunity for clever optimizations. However, that level of procedural generation is a lot to ask for in 48 hours.
A couple notes about the mechanics. They worked fine for the most part, but the hit boxes for placing dirt felt huge. I often found myself trying to place dirt in a place that I thought was open, not being able to, and then panicking. I also think that the mouse aiming was a bit annoying. Mouse controls for aiming a top-down character have always been weird since you have to keep in mind the mouse's current position. Pulling down on the mouse doesn't always make the character look down, if the mouse is sufficiently high enough on the screen. The bigger problem for me though was clicking out of the window on accident. I think, given a little more time, dual-stick controls would be a great alternative here.
But yeah, overall I thought this was really good. I can see your passion here. Thanks for your hard work.
Concept is simple and direct, gameplay is easy to pick up, graphics/music/sound work well together. Overall, this is a great submission.
Now I just gotta remember to keep this tab open until the ratings start.
I love the art style. Maybe I will try something like it in my next game jam!
Not sure if there is anything else I could add to the feedback - WASD support and hitboxes were already mentioned above. I have one tip - if you have some issues with jerky movement because of hitboxes, you can try using round ones, they usually make everything smoother. Otherwise, this is great entry!
I wonder how Trouv accomplished score of 3, that’s really intense. :)

This was such a good idea and you've made it really well, great game! :)
I had a lot of fun with this game. The only thing I didn't like very much were the controls. First of all, the arrow keys feel unnatural after years of gaming on WASD. Second, it would be great if the game didn't allow the cursor to go outside the game window - right now it's really difficult to play without a fullscreen mode.
Also, I think the colors on the clock at the top right corner don't match what's actually happening in-game. I would expect the green area to be "safe" - as in, no guard can currently look inside my cell. Maybe I just misunderstood the colors (or they have no real purpose), but I had to rely on actually seeing the guard and hearing his footsteps - which is, all in all, not a bad thing for immersion - but the clock is a bit confusing in that sense.
Really good game. Oh, and lovely graphics :thumbsup:
Very nice light game and interesting usage of theme.
Arrows is really killing me. As mentioned author above, arrows felt really unnatural. I even realised that my middle finger is slightly used to be very close to ring finger. Also some alert sounds for guard would be really nice improvement.
It's very good.
The first 10 attempts, I did not understand why the guards found me - I just forgot to flush after myself)))
The graphic style is awesome. I was originally thinking of using one.
In fact, music helps to determine when 10 seconds pass.
Great job.
The paper-themed hand drawn art all looked good as well!
I use the arrows instead of WASD simply because keyboards layout are not the same around the world .For me (on a French keyboard layout) the keys WASD gives ZQSD.
To play WASD game, I had to change keyboard type in Windows settings.
But next time I 'll had the choise in game for the keyboard layout. :wink:
@zubi @jaykayey @shatteredmindofbob @cafebeef @fnelix @olivieryc @m4ttu @ale @bewelge @speakwithplants @delightfullymad @thx4nothing @rickylee @jim-jagers @ani @flamus @redneb @xpycm @flamboozle @ideaspersecond @theseusinabottle @osh-studio
Thanks for playing and for your feedback :thumbsup:
@deniz-aras @rein @trouv
I had sone issues with hitboxes and areas detection. To not break the game just until before the end, I decided to let it like that. I need to test and learn more about areas detection in godot.
Thanks for playing and for your feedback
@fnelix @mgnta
Maybe I should skip the mouse and use two extra keys to turn the character 90 degrees in the block maze :thinking:
Thanks for playing and for your feedback
@mvasko2
I thought and changed the synchronization between the guard and the clock several times.
Finaly, I had imagined the color of the clock like this: green you still have time, orange the guard is coming, you have to come back quickly. Red the guard is there, you must be in the cell.
Thanks for playing and for your feedback
@fifut In that case I think the clock should be shifted clockwise a little - the guard is there and sees inside the cell between 0 and the first clockwise tick - which is currently a green area and probably should be red.
Great game, I love the hand-drawn graphics!
PS : I read your previous comment about keyboard layouts, if your game don't use A or W keys on a french keyboard you can safely bind Z/W to up and A/Q to left to safely support the most used layouts in the world
> I use the arrows instead of WASD simply because keyboards layout are not the same around the world .For me (on a French keyboard layout) the keys WASD gives ZQSD.
Actually, there is a simple option in Godot that works in all keyboard layouts! If you select "physical key", and then press ZQSD on your keyboard layout, it should automatically map to WASD on mine. [Here's a quick comment about it.](https://old.reddit.com/r/godot/comments/qrpc1j/i_noticed_there_is_an_option_im_not_sure_if_its/hk80j3g/)
@cafebeef Ok I understand now what's physical keys are. No matter what's the letter is, it's the position on the keyboard. Thanks for the tips! :thumbsup:
But fun game and very cool graphics, good job!
and the tension was super high the whole time, real prison busting vibes. Running back and jamming the door shut just in time to twiddle my thumbs next to it as the guard walked past was very funny lol
BTW, the version embedded on this page doesn't work for me, I get the following error:
*Failed to read the 'serviceWorker' property from 'Navigator': Service worker is disabled because the context is sandboxed and lacks the 'allow-same-origin' flag.*
I had to play the version on itch.io instead, which works fine.