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7DFPS ...
Escape Sequence
by EHervas | submitted for 7dfps |

32

11


Tag line
No trial and error allowed. Evacuate. Now.


Download links (see about for more)
About
Escape Sequence v1.0 Windows / Unity WebPlayer How to play Every SCF employee must know the evacuation protocol. Memorize the evacuation routes and escape through the different modules using your spatial and visual memory. Reach Module G to get to the Escape Pods. Get essential information at the Intra-Chat Terminals. Why this game? Most games force "Trial and Error" behaviours in players. You can get through almost every game just by trying until something works. Even most puzzle games do that! Dying and respawning is basically trial and error. My aim for the 7DFPS was to make a game where "Trial and Error" is no longer valid. Where if you rush to try to get through the game, you would find you can’t get to the end, no matter the number of tries. But mantaining some kind of challenge. I’ve tried to remove every random, hidden and skill challenging mechanics, unfortunately I had to remove shootings too. Now you can get through the game or don’t. But don’t try. In fact there is still some Trial and Error I couldn’t remove, this is a game for God’s sake! :P
Rxanadu says...
That was awesome! To think this is a game you could make in a week in Unity. You must have been working in Unity for a while now. This may sound odd, but what's your Twitter name? I want to learn a bit more about how you were able to do this, especially with your level design. I've been having trouble with my current game, as I'm terrible at game design.
fei says...
Nice game! The alarm made me quit early though, it gets on my nerves, but I understand it's an escape situation... maybe make it ring twice every 10 seconds or something like that?
EHervas says...
Thanks for your comments! Rxanadu: I don't have a lot of experience with Unity, but I knew the basics. The game is very very simple to program (going from point A to point B, just a FPS controller), so I have spent most of the time making the graphics, and designing the levels, that are tile-based. You will find that most of the props are taken from the Angry Bots demo with smodifications in the textures (I'm not a good modeller so I couldn't do it myself). My twitter account is @EnriqueHervas. When this is over, I will post on my webpage www.enriquehervas.com some sort of "making of" blog post. Fei: I get time, I will try to tweak the alarm sound to be less annoying. :)
eestlane516 says...
OH GOD, please I need the soundtrack!
EHervas says...
The main song is available at freemusicarchive.org :)
eestlane516 says...
Awesome, thank you!
Zebrazilla says...
Nice! The ending was particularly memorable; how the plot got ended - really quite different and enjoyable!
brunocar says...
make it a full game, pleace, it has some problems with the collition but is very good
Several says...
Great experiment for a jam. The length is about right, too—the stress was starting to get to me. As others have stated, the klaxon does get grating. Lowering the pitch a bit, reducing its frequency and range, and maybe breaking a few of them would be nice. Playing a more muffled sound if it's behind a closed door could also help combat the monotony. And turning it down/slowing it down during the planning stage could reduce exposure. Another alternative might be to replace it with strictly vocal reminders to evacuate, although the klaxon is kind of useful to set the tone of the game. Good work.
deathzero021 says...
wow this was pretty boring and easy. beat the whole thing in one go, well not quite, not with that ending where it's pretty much a dead end with no way obvious way to get the code quick enough. After dying at that spot the game just freezes with the screen white. I don't like the concept much either. you say you want to remove trial and error, but instead you replaced it with pure memorization? i find that to be really annoying, a much worse alternative. trial and error is great, it's what makes us learn and gain the feeling of progression as we get better. this is strictly a test of memory, a pretty easy one at that. the graphics were decent but the rooms were dull and the layouts were nonsense. it didn't really feel like a space station / ship / what ever it is. the rooms are simply dead ends or a collection of boxes with no real architecture. overall, not that impressed.
EHervas says...
Deathzero021: I think there is a bug on the Desktop version that freezes the game when dying. I'll try to fix it. I think the web browser version works fine. BTW: The code is not in that level. Thanks for the comment, no one is obligated to like it :)
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