Extraction: Chapter 0

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You've been logged into a virtual reality. Find the cube and get out.

This is a pilot chapter, meant to demonstrate the theme and gameplay style of the full games in this series. They will however be much larger and much more challenging.

Stay tuned for Chapter 1!

Music used is "Cylinder Seven" by Chris Zabriskie


Good one, it looks great. One suggestion though: instead of cube, you should use something else for the goal; people would compare it to Cube Escape...

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Well, this game is well drawn and has a good playability. Although short, it was pleasant to play. I would give it a five if it didn't scream Submachine all over the gameplay.

I loved it. It was short, yes, but as a proof of concept it was amazing. I liked the transitions between the rooms, they looked very fluid. The illustrations were decent enough, the level of detail was pleasing. I wish you had more free hand moments, though. I can see the inspiration of Submachine in this game, and to be honest, Submachine is my favorite flash game series. I'm so happy to finally see something similar to it, but I'm also looking forward to see how much you will deviate from that formula, and for the story you are crafting here. Good job, keep it up, and hope to see another one of these soon!

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JoshuaStone responds:

Thank you for the kind review! I definitely have some interesting ideas for the series!

I NEED MORE. Please, more!

JoshuaStone responds:

Haha, more will come! :D

It's as good as the first (Ludum Dare) version, and just has that extra bit of polish to round off the proverbial rough edges. I can see what you were going for.
I think it works, and obviously, it is just a reproduction of your previous incarnation of the same chapter in the series.
I still like that there are actual clues, and it is not just guess work, nor are the solutions really abstract from the clues. The lack of randomly scattered flotsam makes it a coherent game that engages the player in the most straightforward and effective way.
Some helpful tips for going forward with the series:
1. Variety is the spice of life: the different types of play/challenges in a game will make it more fun & challenging & add to replay value.
2. A good clue can be tied back to the puzzle: in this one, you have a random coded number sequence scrawled on a wall. It makes sense to be there in some ways. A person can figure it out. I've seen puzzle/escape games wherein some randomly collected gems, tiles, or codes helped solve something else with no clear correlation. (In my review of the previous incarnation, I mentioned how if the player needs a walkthrough, the game is not fun.) This game does not need a walkthrough: keep it that way, please. :-)
3. A compelling story will create fan loyalty: Sonny & Caravaneer both had challenging gameplay, but they bothered to create a decently compelling story for the player to take in. Even the Shift series was able to do this effectively with just a few added lines of print. It makes all the difference.
4. Have someone else play it: I know it seems pedantic to tell you that, but creators on here don't seem to have play-testers to help them sort out whether the game is any fun; so make sure they can give honest/constructive feedback & leave them alone while they play it. It's a simple step that can make a huge impact: I'm saying that as much for other creators as for you.

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JoshuaStone responds:

Some very good points, I'll definitely be keeping them in mind!

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Credits & Info

3.85 / 5.00

Jun 3, 2017
2:12 PM EDT
Adventure - Point 'n Click