Escaper Droid

ID-20 · Arduboy · TEAM a.r.g.

Escaper Droid banner

↑ ↓ ← → move · A / Z pause · B / S / X action

The game

Escaper Droid is an isometric puzzle-adventure for the Arduboy. You are a small droid that has stolen the Deadstar plans and must slip out of a locked-down facility one room at a time.

Each stage is a cluster of isometric rooms linked by doors. Walk the diamond floor, push crates, trip switches, ride teleporters, and deal with the guards that still patrol the halls. Find the white and black keycards, open the path to the exit room, stand on its centre tile, and press B to escape.

Objective: clear every stage. Pick up chips and cards for score, keep your batteries charged, and do not let the facility catch you.

Buttons

The title ticker is CONF · SDFX · INFO · PLAY. Use the d-pad to highlight a word and B to confirm. CONF swaps the two walking schemes. SDFX cycles music+SFX, music only, SFX only, and mute. INFO shows the credits. PLAY starts the game.

D-pad
Walk one isometric step (north, east, south, west). Scheme A maps the physical pad onto those directions directly. Scheme B rotates the pad so Left is north, Up is east, Right is south, and Down is west — handy if you think in screen axes instead of room axes.
A
Pause. From the pause screen you can resume or return to the menu.
B
Context action, in this order:
• On the centre tile of the exit room — leave the stage.
• Facing a door on the tile in front of it — try to open it (white card for a normal lock, black card for the door that leads into the exit room).
• Facing a teleporter — beam to its partner.
• Facing a switch — flip it. That latches the room and toggles whatever objects that switch is wired to in its target room.
• Facing a crate — push it one tile if the landing tile is free.
• Otherwise — fire a shot if you still have ammo.

You

Escaper droid

Escaper droid

That’s you. Three lives, a few shots, and whatever cards you can swipe. Contact with most enemies costs a life. After a hit you flicker and are immune for a short moment.

Enemies

Boxer

Boxer

When he faces you on a neighbouring tile he kicks you one step in that direction. The kick itself does not hurt — landing on spikes or on another enemy does.

Flyer

Flyer

Drifts the room and turns left whenever he reaches the centre of a tile. Touching him costs a life. A shot puts him down.

Mover

Mover

Hunts you. At each tile centre he turns toward your tile if that step is free, otherwise he reverses. Contact hurts.

Shooter

Shooter

Patrols and fires a shot along his facing. His bolt uses the same isometric step as walking. Dodge it or lose a life.

Pickups & devices

White card

White card

Opens an ordinary locked door. It will not open the door that leads into the exit room.

Black card

Black card

Opens the level door — the closed door whose destination is the exit room. Without it you can wander the stage forever.

Battery

Battery

Spare life. Extra batteries still score if you are already full.

Bullet pack

Bullet pack

Adds a shot to the three-shot magazine.

Chip

Chip

Stolen data. Worth the most of the small pickups. Grab them when you can.

Teleporter

Teleporter

Stand facing it and press B to ride the beam to the linked pad. Useful for skipping pits and locked corners.

Switch off

Switch (off)

Press B while facing it to flip the switch. That latches this room and toggles the objects it influences in the target room.

Switch on

Switch (on)

The latched state. Flip it again to undo the mask on the target room.

Floor

Floor tile

Floor

Empty isometric tile. Walk it, shoot across it, nothing else happens.

Crate

Crate

Blocks walking and bullets. Face it and press B to shove it one tile onto a free square.

Spikes

Spikes

Hurt the droid and block shots. A boxer’s kick that lands you here also costs a life.

Pyramid

Pyramid

Solid cover. A shot that hits it destroys the pyramid and stops there.

Pit

Pit

A hole in the floor. Shots pass over it. The droid no longer falls in — use pits as safe lanes for bullets.