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Escape!

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Escape! (Video Game)
Up is the only way out.

ESCAPE is a 2011 infinite jumper made by Ian Brock, Josh Schonstal, and spamtron (Guerin McMurry) in Adobe Flash.

In the game, you play as a small creature who climbs from a laser while dodging electric spikes. It released for Web, Android and iOS, but the pages for the last two are no longer available.

You can still play the game here.


ESCAPE contains examples of:

  • Always Night: Ingame, the time never changes from a night with stars in the sky.
  • Advancing Wall of Doom: Once you jump from the bottom, a machine with a giant laser activates and chases you upwards endlessly.
  • Building of Adventure: Barring the very beginning of a run, the entire game involves you wall-jumping up a tower.
  • Cartoon Creature: The main character is a black, two-legged animal with purple sclera and big ears.
  • Controllable Helplessness: You can jump high enough to trigger the sensor for the laser, but fall back down before it actually turns on. If you do, then it does not move — you're stuck under it and can only either stay in the same room forever or jump straight into the laser.
  • Difficulty by Acceleration: The laser chasing you speeds up the farther you make it, forcing you to climb quicker or die.
  • Dynamic Difficulty: As you climb farther up the tower, the laser accelerates and the strips of electric spikes increase in both size and quantity.
  • No Kill like Overkill: The panels along the tower you're climbing have electric spikes, when "electric" or "spikes" could probably kill you individually.
  • No Plot? No Problem!: It's never explained explicitly or implicitly who you're playing as, why they were trapped, or why they want to escape. The story starts and ends with you jumping up a tower.
  • One-Hit Kill: Both sources of damage in the game kill you instantly on touch, whether it be electrocuting you to death or blasting you into nothing.
  • Retraux: The game is made entirely in a pixel art style with no overtly modern special effects.
  • Speed Echoes: You can build momentum off of a previous walljump with another one, which leaves a trail of copies behind you.
  • Signpost Tutorial: Painted on the wall of the room you start in is a big Escape key with an arrow pointing upward, which is meant to tell you how to jump out.
  • 20 Minutes into the Future: There's a giant laser that activates as soon as you start climbing — the rest of the game's architecture is in a traditional modern style with nothing far out of the ordinary, including the city with skyscrapers in the background.
  • Wall Jump: Your only movement option in the game is to jump between two walls.

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