Is this hell yet? It's kind of repetitive, but it captures the feeling of *freaking* damnation. Loosing all hope :)
it reminds me of doom meets amnesia
definitly needs to be emulated more like doom and have a story line, like create puzzle and retro style jumpscares! would perfect this game
nice game took a while to load and plus could you please tell us whats at the bottom of this maze?
Yeah, it's 6.5 mb (lots of textures and music), so it can take some time to load, but I think it's worth it! As for the bottom of the maze, you should explore and find out, it's pretty easy to go down! There is a bottom, and you'll know when you reach it.
This is a beautiful retro game and I like the subtle detail you put into the ever deepening maze. I'm also really awed by the deceptive rules governing map generation. I really wish I knew how it was done.
I like what was discussed earlier with Vannius and agree it would make the game more satisfying while changing as little as possible.
Anyhow, I am only expanding on what was said earlier.
Finding an object inside the maze that unlocks the final exit on the first floor gives the player a more logical way of escaping and it would only require one more sprite.
To force the player to descend, and be demoralized by the atmosphere, you should scale the chance it spawns depending on how deep the player is. Maybe it could start spawning on level 7 (more than halfway down the maze) with a negligible chance of 1% and increase at an exponential rate until level 12 with a 25% spawn rate (or some terrible percentage because it's called I Can't Escape and replay value will come with the player's panic/fail/restarts and even further attempts of optimizing success, if there is any.)
As for the red 'X', which is a common impassable tile on lower levels, it should, as mentioned earlier, be replaced by the breakable stone doors as the final exit. As for the lower levels, you should decrease their appearances dramatically throughout, make them impassable without the tool and give them a 75-100% chance of allowing the player to ascend. As for the tool; one new sprite of a pickaxe (sledgehammer?) like you stated, placed in some previous human's remains because what is a soul consuming cavern without desiccated skeletons.
Anyhow... To force these or other changes from the author AND spoil your fun, here's a full (4min, yeah that's right) walkthrough:
Thanks for the review! Yeah, I definitely think the "good" ending could've been improved, and there are lots of things I wanted to do but just didn't have the time (this game was made in a single month for the One Game A Month challenge). I may come back to this concept and make it a full game though, given how much people seem to like it!
As for the video, you're very perceptive! It's pretty cool to watch and read the notes (but only for people who have played the game - major spoilers!) If you're curious about how the procedural generation was done, and can read messy code, I actually uploaded the source code here: https://github.com/davidmaletz/CantEscape
Sorry your game has to many invisible holes
(and i know to look out for the patch of grass covered holes and ghosts)