A downloadable (full) version of the game for adobe AIR.
You have fallen into a vast underground maze. Can you find your way out, or will you end up trapped in darkness forever?
I Can't Escape is a eerie exploration experience written in Flash/Stage3D. It's graphics are retro 3D similar to old raycasting games. Really, the best way to describe the game is to play it: Newgrounds.com . You will get lost while playing this game, and there is no map - however, you will stumble across different areas and events every time you play!
I Can't Escape was made in one month for One Game A Month , and it was quite an interesting experience both to make and play. In the end, I am quite proud of what we were able to accomplish!
First off, if you haven't played the game yet, do so now, it's freely available here: Newgrounds.com . The following post will contain spoilers, and should not be read until you've played at least once.
So, at this point, you should have played "I Can't Escape." You honestly tried your best to escape, and found yourself being plunged deeper into darker and eerier levels. This part of the game is designed to psychologically invoke feelings of being trapped and helpless. Even though you had full control and nothing really jumped out at you, you probably felt scared, or a little panicked near the end. Now you wonder, is it possible to escape? You were likely never close to being able to escape, but that was probably because you accidentally fell into some pits, and maybe if you did something different, you could escape. There were even signs of hope in the game, like ladders you could climb. Now I'm going to taunt you and tell you that you can escape, and then show you this video that shows a playthrough where I escape.
Now I recommend you play again, and maybe with the information you were able to gather from the video, you'll actually be able to escape!
Still weren't able to escape? Starting to think I'm trolling you, and that my escape was a hack? Well, it was no hack, and anyone can do it, but the video makes it look a lot easier than it is. Below I'll give you a few more hints that may help you.
The first thing you need to be able to do (if you aren't able to already) is to recognize hidden pits and hidden doors. The easiest way is to see them side-by-side and notice the differences:
On the left is a normal wall, and on the right is the hidden door. The cracks of the door can sometimes be hard to see, but there is more moss on the hidden door, making it greener as well.
The hidden pit is still black where the pit is, but it has green moss growing over it which makes it difficult to see. If you move carefully though, you should be able to avoid hidden pits.
By avoiding hidden pits and using hidden doors, you'll be able to explore a level much more effectively without falling. Even though most ladders are blocked off by pits or walls, in the video, I was able to break through a cracked wall by bumping into it, exposing the ladder I used to escape.
It wont be easy, it may even seem impossible, but if you never give up, you CAN do the impossible - escape in I Can't Escape! I'll leave you with one final hint: It is no coincidence that in the video, I was on the second floor and had to climb back up to the first floor before I escaped.
Latest tweets from @davidmaletz
Might be good to see what I can do when I put my mind to it. So I'll definitely be trying those two new designs I have planned for next year
Dec 9 2013, 12:43am
I'm definitely still growing as a gamedev, learning skills, judging difficulties, gaining reusable assets and team members I can work with..
Dec 9 2013, 12:42am
Well, as long as I keep successfully releasing games, no harm in trying bigger ideas... lets just hope I don't get overwhelmed :P
Dec 9 2013, 12:37am
My game designs just keep getting bigger and bigger in scope. If I thought Deity Quest was big, my projects planned for next year are bigger
Dec 9 2013, 12:36am
I feel like I've been playing games more often the past few days than making games... must just be this time of year and all the sales :P
Dec 5 2013, 8:54pm
Dec 5 2013, 1:18pm
Balancing and tweaking... a neverending process >_>. I think I need to design a self-balancing game haha.
Dec 4 2013, 10:37am
Just got an email that said judging for IGF is winding down, and jurying will begin soon. Better polish & upload part two of Deity Quest :).
Nov 29 2013, 7:39pm