I spent ten minutes trying to do something of any significance, you need to give us some idea of what to do.. All i worked out how to do is steal money and pour grape juice in the toilet.....
re: AntonyBaasan Yeah, a few things got dropped due to time, mouse cursors and audio. I wanted to have the characters say things that give additional cues.
Hi, you are the only to play my game to completion thus far. I love point and click adventure games :) an infinite number of light bulbs was the only glitch I could find. The subtle movement of the description text looked good. I hope your story isn't from experience :P
Re: Reyn Thanks! The light bulbs are supposed to be replaced by the janitor, but I didn't have time to animate that. There is a bug there though that lets you take a light bulb from an empty socket. At least it isn't a game breaker :)
Yeah, the animation (I'm not an artist) took longer than expected so I didn't get to music and sounds. I wanted to do some oral hints by having the characters say stuff at you. If you're able to hit the wall that means you got Robby out, so the bullies should be coming by at this point. I wanted the bullies to be shouting things like, "Cmon! I need it, gimme the Sneeze!" Hitting the wall with a rock hammer for 40 years was a nod to shawshank redemption, you can beat the game that way, but it's literally a timer for 40 years. Your computer would probably crash before then...
I really appreciate all the feedback! I have been working on a big game, but I'm realizing I need to make more small games in order to get more practice in making intuitive games people enjoy.
The largest thing I would have to suggest in terms of improvement would have to be your logistics. I got through to the end of the game largely by clicking wildly on things, with very little figuring out and thought being put into it. "Escape the Room" genre games are quite open in terms of what you can present to the player as a puzzle to figure out -- they can be anything going from the "realistic" side of the spectrum (like yours) to the "abstract puzzle" side of the spectrum. The logistics have to be solid, though, especially as you move closer to the "abstract" side.
The art actually wasn't too bad in this. I could tell what everything was at a glance, even though I might not've been able to tell what to do with it. The prison wine was pretty straightforward, but something like the syringe in the book made no sense at all until I accidentally clicked on the cellmate. More indication as to what was required from the other inmates beating you up might've been useful, too -- there was a bit of a visual indication (the one inmate drinking something in a bag) but if someone didn't know what that was, and what that related to, I could see them having a hard time figuring it out.
All in all, it was a decent room escape game! :) Good job!
After he broke out the cell, the escape journey has just begun. :P