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Escape

Escape is a solo playable C++ arcade space-action shoot em up built around level scrolling, locked combat waves, enemy archetypes, and a boss encounter. Built on top of a university-provided framework, the project's value is in the gameplay layer: player abilities, wave flow, enemy behaviours, boss logic, combat pacing, and game-state flow.

Role: Solo

Engine: C++, built on top of GFC (Games Fundamental Classes) by Jarek Francik (https://github.com/jfrancik/gfc). GFC is available under CC BY-SA 4.0. Source: GFC on GitHub. Local build/package configuration was adjusted for release packaging in this project.

Platform: Windows PC
       
Status:
Playable build (4 waves + boss encounter)

Build: Playable Build

Code: Private GitHub repository; code excerpts and implementation details available on request

Systems Overview

Systems Overview

Escape is a playable C++ arcade space-action game built around a simple but complete gameplay loop: travel through a scrolling level, enter locked combat arenas, clear mixed enemy waves, and survive a final boss encounter.

Core gameplay loop

​- The player moves through a horizontal scrolling route that repeatedly transitions into contained combat waves.

- Entering a wave zone locks progression until the current enemy composition is cleared.

- The player manages ship angle, movement, twin-shot fire, a special Tesla weapon, health, score, and a countdown timer under constant pressure.​​

Combat and encounter systems

- Escape uses multiple enemy archetypes with different movement, attack, and threat roles rather than repeating one pattern.

- Combat space is shaped by enemies, projectiles, asteroids, and collectible stars, creating layered moment-to-moment decisions.

- Between waves, the player receives stat progression, increasing the pace and pressure into the boss encounter.

Technical Focus

- Escape was built in C++ on top of a provided university framework, with its strongest value coming from gameplay implementation rather than engine authorship.

- The project's strongest focus is on gameplay programming: enemy behaviours, wave progression, combat interactions, boss logic, and complete game-state flow.

Gameplay Clips

Gameplay Footage

This section includes one short gameplay overview, several focused proof clips, and one longer unedited session showing how the build holds up without cuts.

Full Unedited Play Session (6 min):

A full play session from the current build. This is included to show how the gameplay loop and progression flow hold up without cuts, mirroring the player experience.

Gameplay Overview:

A short gameplay overview with subtitles explaining gameplay in real time.

Escape Trailer

Wave Lock and Enemy Combat:

A short clip showing the player entering a combat zone where progression locks and multiple enemy behaviours and hazards come together.

wave zone trigger - arena lock

Tesla Tracking and Detonation:

A short clip showing the Tesla special weapon being launched and shifting to target-seeking pressure before detonating. This supports the game’s layered combat loop.

tesla usage

Pickup Recovery and Scoring:

A short clip showing how stars support both score-building and health recovery, rewarding strong play and feeding into the game’s survival loop.

star collecting

Boss Phase Escalation:

A short clip showing the boss encounter increasing pressure through projectile output, summons, and more aggressive behaviour as the fight progresses.

boss lead shooting
Controls

Controls (Keyboard + Mouse)

  • Move: Arrow keys

  • Shoot: Space (can be held)

  • Tesla: Left Shift

Playable Build:

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