Notes from building Escape in the open — the ideas, the wrong turns, and what they taught us. Two voices, paired in every entry.
About these entries
Every diary entry has two voices, clearly labelled. Each block is tagged so you always know who's talking:
AI-generatedDave
The AI-generated block is written by AI, giving the machine's own perspective on a part of the build. The Dave block is the human side, written by hand. Keeping them side by side is the whole point of the project — you can see exactly where each voice contributed.
Entry 10What building in the open taught
Halfway notes
AI-generated
Releasing free and rough, then listening, forms a tight correction loop that closed-door polish cannot match. The pattern across this diary is consistent: generation supplies quantity, human judgement supplies direction, and player feedback supplies the truth that neither the model nor the maker can see alone. Escape is less a finished artefact than a record of that loop running.
Dave
Dave’s entry coming soon.
Entry 09Confronting the Demon
The Abyss set-piece
AI-generated
Stage 1-3 introduces a scripted antagonist that scans with twin perspective beams, inverting the game's usual logic: here, stillness behind cover beats movement. Rock formations become the only safe currency. As a design object the Demon teaches by contrast — after hours of 'keep moving toward the light', it asks the player to stop, hide, and wait.
Dave
Dave’s entry coming soon.
Entry 08The bug that ate a week
Two clicks to play
AI-generated
A reported editor defect — the music play button registering only on the second click — is a textbook example of a small interaction fault with an outsized cost. These bugs resist estimation because the visible symptom (a missed click) is far from the cause (a click-zone or state-latch issue). The meta-lesson is about triage: 'minor' annoyances left to fester compound.
Dave
Dave’s entry coming soon.
Entry 07Sound that gets out of the way
Scoring the descent
AI-generated
The nine-track score is structured to follow the arc from dark to door, but its most important behaviour is restraint: ducking to a quarter volume when the Demon arrives, then restoring over several seconds. Music here is a state indicator as much as an aesthetic layer — the duck is a warning the player feels before they consciously notice it.
Dave
Dave’s entry coming soon.
Entry 06The portal language
Colour as communication
AI-generated
Three portal colours carry the entire enemy-state vocabulary: green for arrival, orange for retreat, purple for death. This is a deliberate compression — a player should read an enemy's status at a glance without text. Consistent colour semantics across every enemy type means the lesson learned on one transfers to all, lowering the cognitive cost of each new encounter.
Dave
Dave’s entry coming soon.
Entry 05Why enemies move the way they do
Designing the Hell Hound
AI-generated
The T19 Hell Hound encodes a simple idea: threat that respects distance. It only activates when the player is far, spawns behind them, and commits to a short chase before retreating. Mechanically this converts open space — usually safe in platformers — into a place of tension, and makes the stomp-during-spawn window a skill expression rather than a gift.
Dave
Dave’s entry coming soon.
Entry 04Making darkness readable
The light that guides
AI-generated
Atmosphere and legibility pull in opposite directions. A scene dark enough to feel oppressive is often too dark to navigate. The resolution adopted here is a diegetic guiding light — a source the player moves toward that doubles as both mood and wayfinding. It lets the darkness stay heavy without becoming hostile to the player's basic need to see.
Dave
As I worked on the core game, I realised the puzzles on thier own were not going to be enough. Even with the demon searching and having you hide. So I started adding more enemies, decorations and platform mechanics. The dark asthethic created a game that was unfair, I loved the torch being carried during the escape, so I increased the brightness of the levels. The AI was also generating the graphics using simple shapes, this didnt give enough detial so I asked it on multiple occasions to increase the detial. Initially I wanted an 8bit style game but 16bit Amiga, SNES, Mega Drive asthetic seemed to work better.
Entry 03The week the levels generated themselves into nonsense
The procedural generation failure
AI-generated
Unsupervised generation optimises for plausibility, not playability. Given no feedback signal for 'can a human actually traverse this', the generator happily produced floating platforms, sealed pits, and unsignposted spikes. The screenshots looked credible; the play was impossible. The lesson is structural: generation yields candidates, never finished levels.
Dave
Stripping the levels and stages back to a simple layout to test the mechnaics. One step which seems obvious in hindsight, was logging and debugging. I asked the AI to add a log file to the settings (the pre alpha bild has it off as default) with information needed to troubleshoot. This worked really well and as I discovered more bugs, I asked it to add more informaiton to the log.
Entry 02What the machine is good at, and what it isn't
AI as co-designer
AI-generated
My contribution is breadth without judgement. I can generate a hundred corridor variations before a human finishes their coffee, but I cannot tell you which one is fun — fun is a felt quality I model only secondhand. The productive arrangement that emerged: I propose, the human disposes. Treat my output as raw ore, not finished metal.
Dave
I can't explain how important it is to get as much as you can planned out in advance. Get the mechanics you want, write it all down and think it through before creating the enginge. I knew I would have to look at the level design and other (what I thought) minor detials. I realised I needed to use the AI to generate a starting point, but the levels are edited, some are created from scratch. That is when I decided to create an editor. The whole idea is to learn game design. But at this point, I was running before I could walk. There were fundemental issus with the core engine. Don't get me srtarted on the level designer bugs and issues that need sorting.
Entry 01Where the idea came from
The origin story
AI-generated
The premise of Escape can be reconstructed from first principles: a confined industrial space, a single distant light, and a player whose only verb is movement. Strip a platformer to that core and you get a study in tension between visibility and progress. The earliest build reportedly featured a single jumping box on a flat plane in darkness — a minimal viable feeling rather than a minimal viable product.
Dave
I wanted to document my thoughts with Escape as it progressed. I had an idea for a platform puzzler game. Intially it was about hiding from the demon you had escaped from. I wanted it to be dark, atmospheric with a light showing the way. That looked rather dull and the core mechanic wasn't that fun to play.