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Could there be some data file missing? Starting the executable (whose name "Game.exe" is not a good idea because how would I know which of the many games I download from this and other sites it is) asks for a file to open. I guess the exectuable is just the game maker runtime and the proper game files are needed!
Not sure how this happened, but the EscapeOffice.lnk file in the "Office Escape - BETA" directory became an EscapeOffice.exe in the .rar file, which makes Windows not recognize it. That should be changed, or most users will not know why the programs doesn't run at all.
When I start this game, it shows a file open dialog. Considering that the executable differs in exactly one byte from the executable of this program Indiedb.com, I assume you just uploaded the engine of some development system but forgot to add the content.
I liked the game. Clean graphical style, starts easy but becomes challenging (second to last level). If editing the movement rules for the tank becomes part of the puzzle, it could get really interesting.
From a pure puzzle viewpoint I don't like the invisible land mines, because that is something I cannot plan for in advance.
If this gets expanded, I'd be much delighted!
Hallo, this is a very interesting game!
I'm however stuck after the "rotating temple needing the monkey head". I can solve this puzzle, but then the paths lead to me to a narrow crossing to a part of the island that has blue "dust storms". There is no way to cross to that part though, as there seems to be an invisible wall stopping progress. Is there anything I missed?
This is a really nice game, and if it is only the beginning, I'm really interested in what else there will be.
1) Just a suggestion: Make the player be able to use the keyboard direction keys in addition to WASD. Since no mouse is required, I usually like to play such games with my right hand, and the cursor keys are better suited for that.
2) Just another personal preference: The game is tile based, objects can be moved only from tile to tile etc., but the protagonist can move fractures of a tile. Unless later levels make use of "half filled tiles", consider making the protagonist move one tile per key pressed.
3)Since light plays an important role, it is paramount to communicate to the player which tiles are in what state of lightness/darkness. I could figure out what the natural radius for the "sun" and "moon" tiles where, when there is no obstruction. But even after completing the demo I can not say for sure how exactly the obstruction mechanism works. Example
e: empty square
l: light source
m: moon square
considers the moon square "dark" and thus activated, but
considers it "lit" and thus not activated. Why is it possible for the light to travel first 2 squares down and 1 square left but not 1 square left first and then 2 squares down?
I really like the game. Very good tutorial, showing as best as possible what to do. Would be happy to play (and pay for) and extended version.
Any chance to include an english menu?
Started to play the game.
1) The shortcuts created by installation program point to where the game is installed on developers machine, not to directory where it was installed on my machine.
2) The game started in 1280x1024 full screen mode (my Desktop resolution), each mouse click registered with the game as it should, but then the game became minimized to the taskbar. I had to restore it to full screen, make one click (like on "settings"), the game would be minimized again, a.s.o. Switching to 1024x768 window mode fixed that problem.
May be some weird interaction of Unreal 4 and my Windows (8.1) and Graphics (NVidia GTX 560). Haven't seen lots of Unreal 4 games yet, so can't tell if it's game's fault or my driver's fault.
3) No keyboard mappings changeable or even discoverable! Besides the standard WASD+Space I found Q/E for leaning and Shift for Ducking/Sliding, but I have no idea if I missed something.
Game is fun and looks super stylished, but the above problems (at least 1 and 3) should be fixed.
Played the full game (V1) now. It's short, but well done and graphics and music together create a nice "spacy" feeling for the game.
Nice demo! Pixel art is OK by me, music as well.
My only problem is that in most of the demo levels the tall and blue character feels like the "leader" that has to help and guide the small and pinkish character, because the latter can't jump. Of course I know that the small character can walk under low hanging walls where the tall one can't go. But in the demo levels that is is an obvious and easy to see thing, while it may take a while to understand how the small character can be helped to traverse the level.
If the small character had some other ability that the tall one hasn't, it might allow for a more "even" feel where both characters have something substantial to contribute to traversing the level. Maybe the smaller character could teleport short distances through walls (horizontally and/or vertically) or be able to create ground or something similar.
Nicely done. Puzzles are a bit on the easy side but I'm hoping for Episode 2
Great game, looking forward to the final version!
1) It is possible to drag boxes from the field to "outside" and permanently loose them. Even the restart button will then not get you back those lost boxes!
2) In the "Tiles covered: XX/YY" line, the YY is certainly not the number of tiles available. I guess it is the number to reach or beat to get a A+ grade, but this was confusing for me.