🔑 Key To Escape

A 2D Horror Escape Game

▶️ Play the Game

Description

You play as a kid trapped in a haunted house by your own family. Your goal is to find hidden keys, avoid chasing ghosts, and unlock your way to freedom.

What Makes It Unique

Playtesting Insights

We conducted five rounds of playtesting across different phases of the game's development. Each round provided valuable feedback that guided our design and implementation decisions. Click on each phase to learn more:

Digital Phase 1

At this stage, we had a basic map and a movable player character using arrow keys or WASD.

Feedback:

Testers responded positively to the map layout, but the common feedback was the lack of gameplay mechanics.

Decision:

We planned to add at least two core mechanics before the next round of testing.

Digital Phase 2

In this phase, we implemented partial ghost and key mechanics. However, there were no lock or door systems yet, so keys would simply respawn after being picked up.

Feedback:

Testers suggested improving the ghost behavior, adding doors, and including start and end screens.

Decision:

We prioritized polishing ghost and key mechanics first before introducing locks/doors, and started planning to add sound effects like walking and ambient sounds.

Alpha Testing Phase

By alpha, ghost mechanics were functional, and we introduced temporary lock and door systems to allow the game to end after collecting keys. We also fixed key spawning so keys would only appear in accessible zones, not inside walls or furniture.

Feedback:

Testers requested a tutorial/start screen and an improved ending.

Decision:

Focus next on user interface elements like start and end screens, and enhance lighting to improve the atmosphere.

Beta Testing Phase

In this phase, we added pixel-art style locks and doors, along with sound effects for unlocking. A health bar and red lighting effects were introduced to visually reflect damage taken from ghosts. We also added sound effects for damage and key collection.

Feedback:

Testers appreciated the improvements but wanted more interactivity.

Decision:

We decided to work on a tutorial screen and implement a new box mechanic, allowing players to block or hide from ghosts.

Final Testing Phase

The final version included the box-pushing mechanic, a tutorial screen, and an ending scene to complete the game's story.

Feedback:

Some players suggested improvements to the health bar UI, enabling mouse interaction (as using "E" with WASD was difficult), adding more levels, and fixing a bug where keys sometimes spawned under boxes.

Decision:

These insights will guide potential future updates and polish.

📊 View Detailed Playtest Report

Game Trailer

Screenshots from the Game

Game Presentation

🎮 Game Design & Development Process

Explore our comprehensive presentation that covers the inspiration, mechanics, challenges, and theme of Key To Escape.

  • Our Game - Inspiration
  • Main Mechanics
  • Technical Challenges
  • Relate to Theme of Together
📊 View Full Presentation

Team Reflection

🌟 What We Did Well

One thing our team did really well was starting early and having thorough discussions about our game concept. We held 2–3 meetings early in the process to align on the type of game we wanted to build, assign roles, choose tools like version control, and set clear goals. This early planning helped us stay organized and ensured everyone knew their responsibilities from the beginning.

Evidence of this includes our initial prototype, which was completed early, and the detailed meeting notes we took during our planning sessions. Additionally, we maintained strong communication throughout the project, regularly updating each other on progress and challenges.

🎯 Future Improvements

If we had another 2 weeks to work on this game, the following would be the top 3 priority items:

  • Add more levels to increase the difficulty
  • Add more types of ghosts/enemies with unique behavior
  • Inventory system - players can store more keys, healing items, and tools like a flashlight

Postmortem Presentation

✅ What Went Well

  • Our communication about what got done was very organized
  • The early playtesting helped improve our game quicker
  • When mechanics, sprites, or mapping needed to be implemented, it was pretty easy to do so
  • The core design and concept were simple, and each member had ideas that built off it
  • Each member was open about design or mechanic changes

⚠️ Challenges Faced

  • Branch merging trouble took a day to fix
  • Some meetings fizzled and didn't happen, leading to reschedules
  • Lots of bugs which lead to more bugs when fixed
  • Did not have consistent meeting schedule, leading to unproportionate work distributions some weeks
  • Lots of pivots lead to lost time and work

Credits

Ayush Mehta

Game Developer

  • Key, Lock, and Door Mechanics – Developed the logic for collecting keys, unlocking doors, and progressing through the game
  • Health and UI Systems – Implemented the health bar, UI elements like key counters and health display, and programmed visual feedback through lighting changes
  • Audio Integration – Added sound effects for opening locks, doors, and picking up keys to enhance game immersion
  • Game Flow Screens – Designed and implemented the restart screen and supported other UI flows
  • Animations – Contributed to the key and door animation
  • Documentation – Assisted in writing and organizing the final project report

Louis Nguyen

Game Developer & Asset Designer

  • Contributed to the story, design, and development of the game's core features and map
  • Created missing assets based on the tileset imported design to fit the game's overall design, such as boxes, locks, and doors
  • Contributed to scene flow and player interactions
  • Designed the map the game takes place in
  • Created box mechanic
  • Created tutorial pages
  • Created end game screen and tutorial art

Bogdan Manzar

Game Developer & Audio Engineer

  • Contributed to the initial story design, recorded audio for the game, and added audio mechanics
  • Recorded audio for Ghost hit sounds and ghost idle sounds
  • Added death scream
  • Implemented Audio
  • Contributed to version control
  • Fixed Other audio bugs
  • Assisted in creating game story and theme
  • Developed footsteps mechanic

Adam Atienza

Game Developer on Enemy Behavior

  • Helped develop story, design and ideas for ghosts or enemy behavior
  • Developed gameplay puzzle logic and difficulty of ghosts
  • Created ghost mechanics such as idle movement, chase when player is in range, deal damage while on player
  • Developed ideas for sprites and animations for ghosts
  • Assisted in making presentations for idea, game, and postmortem

References

🎨 Sprites & Assets

🔊 Sound Effects

Source Code

Check out our project on GitHub: 📦 View Source Code