I Wanna Escape Into My Mind
Creator: Jane_Chef
Download Game
Tags:
Adventure (19) Needle (1) Avoidance (2) Trap (1) Gimmick (13) Boss (15) Special (7) Long (5) Story (1) Different_Engine (1) Art (6) Sudoku (3) FangameMarathon (3) SourPls (1) Unity (1) Plot (1) surreal (1) Death_Grips (1) Action (1) Wacky (1) Post-Sudoku (1) Cycle (1) FM_2023 (2) Is_Lesbian_Allowed_As_A_Tag? (1) Lesbian (5) Lesbian_Seems_To_Be_Allowed (1) sapphic (1) medley_but_epic (1) wantcore (1) transgender (1) Čeda (1)72 Reviews:
adin13
Beautiful game all throughout with immaculate vibes. I recommend everyone give this a try.
I streamed this to my friends who only kind of knew about fangames, but they were absolutely entranced by it and even got one of them to consider trying fangames in general. You can feel the soul put into this game. Congrats on another banger game Jane, good stuff.
[2] Likes
I streamed this to my friends who only kind of knew about fangames, but they were absolutely entranced by it and even got one of them to consider trying fangames in general. You can feel the soul put into this game. Congrats on another banger game Jane, good stuff.
Rating: 10.0 100
Difficulty: 51 51
Jul 22, 2023
ameliandyou
This has 66 reviews as of writing this so there isn't really anything I can say that hasn't been said before, but I will try to share a few things.
It is a fangame that has all my personal favorite elements of fangame, and excels at them.
The custom art and animations look incredible. So much personality shines through with all of the spritework and animations.
The has oodles of really unique gimmicks, all used in really fun ways.
The game seems to have a story or at least conveys a message through its abstract storytelling, and I really appreciate that. I really like when fangames have a story, serious or not (in this case it did seem a bit more serious).
I really enjoyed playing this game, and I am excited for more games like it to come out, and I am excited to continue to play games like this that were already released.
[1] Like
It is a fangame that has all my personal favorite elements of fangame, and excels at them.
The custom art and animations look incredible. So much personality shines through with all of the spritework and animations.
The has oodles of really unique gimmicks, all used in really fun ways.
The game seems to have a story or at least conveys a message through its abstract storytelling, and I really appreciate that. I really like when fangames have a story, serious or not (in this case it did seem a bit more serious).
I really enjoyed playing this game, and I am excited for more games like it to come out, and I am excited to continue to play games like this that were already released.
Rating: 10.0 100
Difficulty: N/A
Apr 3, 2025
CanusAntonius
This is a really fun adventure game with a solid focus on having various enemies that do different things to impede your progress, from aiming at you directly to charging right at your head they're always out there for blood. There's a lot of run'n'gun gameplay to accompany this, which makes this truly feel like such a unique creation within the community that you might wish to try if you want a breath of fresh air. The artwork for the game is also on a damn fine level, and it'd be hard to argue that the maker doesn't give off a specific art style that's unique to themself.
Overall, definitely a game I'd recommend to pretty much anyone who can stomach a bit of challenge. It made me take a quick trip out of retirement to throw a whole day at it and I did not feel disappointed in the slightest.
[1] Like
Overall, definitely a game I'd recommend to pretty much anyone who can stomach a bit of challenge. It made me take a quick trip out of retirement to throw a whole day at it and I did not feel disappointed in the slightest.
Rating: 9.5 95
Difficulty: 53 53
Jul 19, 2024
Nearigami
It's a great game. It's endlessly creative and batshit insane at several points. The bosses are a major highlight and I enjoyed all of them. They have a way of making you feel like what you're doing is incredibly difficult even when most of them are quite simple in actuality. You really feel like a bad bitch when playing them, which is a huge compliment
The platforming varies in quality a little more. I enjoyed most of it but some stages didn't work for me. The biggest one being the stage with the screaming girl that chases you around, simply because it felt difficult to control her, and I didn't enjoy the music loop that started whenever she showed up. I will say as well that the layouts of the rooms themselves can sometimes feel a bit uninspired, where you either hold right or go through what amounts to a corridor. The gimmicks and ideas present are often enough to make up for that, but I definitely noticed it sometimes.
This bit is largely a personal issue but I was caught off-guard and left a bit fatigued by how long the final stage was. I could never tell when it was going to end and when that happens I sort of enter racecar mode and just try and finish the game as fast as I can without appreciating what's actually there. I guess it felt it overstayed its welcome just a tiny bit.
Lastly, there aren't really any options that I could find. I already play fangames in fullscreen and with an only slightly altered control scheme, so it wasn't the end of the world, but I still really appreciate their presence, especially for a fangame not made in gamemaker. Their abscence is definitely noticable, and I would love to see them in future Jane games.
Other than that, you should play this game! It's great.
[1] Like
The platforming varies in quality a little more. I enjoyed most of it but some stages didn't work for me. The biggest one being the stage with the screaming girl that chases you around, simply because it felt difficult to control her, and I didn't enjoy the music loop that started whenever she showed up. I will say as well that the layouts of the rooms themselves can sometimes feel a bit uninspired, where you either hold right or go through what amounts to a corridor. The gimmicks and ideas present are often enough to make up for that, but I definitely noticed it sometimes.
This bit is largely a personal issue but I was caught off-guard and left a bit fatigued by how long the final stage was. I could never tell when it was going to end and when that happens I sort of enter racecar mode and just try and finish the game as fast as I can without appreciating what's actually there. I guess it felt it overstayed its welcome just a tiny bit.
Lastly, there aren't really any options that I could find. I already play fangames in fullscreen and with an only slightly altered control scheme, so it wasn't the end of the world, but I still really appreciate their presence, especially for a fangame not made in gamemaker. Their abscence is definitely noticable, and I would love to see them in future Jane games.
Other than that, you should play this game! It's great.
Rating: 8.5 85
Difficulty: 45 45
Nov 18, 2023
Winaared
I Wanna Escape Into My Mind is a unique, surrealitstic, gimmick-filled adventure fangame.
This whole review is a huge spolier, proceed only if you've already beaten the fangame!
The first thing you notice when first launching the game that it's created with Unity engine, which is a thing you see really rarely in fangames. The game can only be played fullscreen, which is a bit of a flaw, but I prefer playing the fangames in fullscreen anyways.
The game starts off pretty normal: there is a protaganist, there is some fortress, there is a goal to help the protagonist reach the center of the fortress. I don't have too much to say about the tutorial screens, they're OK. One thing I didn't like is that you can't hold the right button upon entering a new screen or respawning. It's not that critical, but gets really annoying sometimes.
Another thing that you notice right away is an increased framerate. The game feels really smooth, and that's a huge plus for me.
Stage 1: Familiarity
Stage 1 starts off with a space area, the main gimmick is the triggers. The enemies can be ignored and dodged easily. It's short and it is a nice introduction to the game.
Glitching area: main gimmick is moving glitching walls and enemies shooting glitches in your direction. Also an easy and short area that requires to pay a bit of attention to the cycles, nothing really standed out. Also SourPls.
Medley area: That's where the fun begins. I loved this area, the traps and references are cool and funny, and the area itself is enjoyable to play. Also the music fits the goofy stage theme really well.
Stage 1 boss: Norton
A funny and easy boss with some light RNG attacks. Can be killed in 2 cycles if you're quick enough.
The idea about Contrarian Cherry being the real boss caught me off-guard, I even believed it for a second since Norton felt like a mini-boss.
Stage 2: Void
That's where the game starts to fall into gimmick insanity pit.
Alcohol area: I didn't enjoy this one too much since I'm not a fan of gimmicks that make you partially blind. But still, the gimmick felt fresh and original to me. The ghosts sometimes felt too large. But overall the area didn't feel as bad as it sounds.
8-bit area: A bit of a simple needle, some falling boulders, some enemies to kill here and there. Nothing really stood out except for the music, SourPls.
Void Kid area: I liked the custom graphics author used here to present a new character form. The enemies' attacks felt BS sometimes, but the originality of the stage got me. It gets much better once you get used to the controls and enemies' attacks.
Stage 2 boss: Princess Nehema
Just a solid boss with some dark vibes and pretty fair attacks. The music fits the boss perfectly, loved it SOURPLS.
Stage 3: Awareness
This stage probably felt like the longest one to me. Every area is unique and has some cleverly-implemented gimmicks.
Pyramid area: You can get walled really easily once you touch the trigger, so I died in a really dumb way several times. Once you plan your path after hitting the trigger, it becomes easier.
Boots area: A nice and clever gimmick that requires to learn the timings a bit. Pretty good overall. The music doesn't perfectly fit the area, but damn still SourPls.
Eyes area: the main gimmick is the eyes that shoot a giant metal claw(?) as you approach them. Nothing special, but once again, it feels original. The area theme is dark and grim, I liked it.
Machine Girl area: this area consists of one screen that gets you familiar with the gimmick, and the boss. Nothing to say about the first screen, but the boss...
Stage 3 boss: WLFGRL
Man I loved this boss. It's heavily inspired by Omega flowey, and it fits the overall theme of the game just perfectly. The boss consists of 4 phases with a save after each phase, so you don't redo the whole thing if you die stupidly. The RNG is fair and the boss overall just feels good. Also the music reminds me of Omega Flowey's theme, big SOURPLS.
Stage 4: imperfections
The stage is designed to be sudoku-like, and as a sudoku hater, that's the first time when I find it fitting the game theme.
Graveyard area: The fruits that copy your Y position is an OK gimmick, not too bad. The The charging witch feels like too fast sometimes, so you never feel safe when she's on the screen. Also SOURPLS x2.
My game area: There are several gimmicks: shooting saws instead of bullets, which you need to use with caution; triggers that can be cheesed sometimes, the stars that explode as you approach them and other obstacles. The area feels a bit chaotic in a good way. Also goddamn SourPls.
Angel Area: Floating jumps feel a bit weird at first, but the levels are designed for you to quickly get used to them. Enemies are a bit annoying, there's also a funny trap in one screen that you can get killed by if you try to cheese. Also HUGE SOURPLS BANGER.
Stage 4 boss: Queen/Queen core
Her monologue is funny enough, attacks are pretty simple. Felt fun to beat her.
The Quuen core is a bit harder, the RNG can screw you over sometimes. Died twice while it was at 1 HP, feel like a moron. A good and balanced boss overall. Also FFS SOURPLS.
Stage 5: Conclusion
This stage combines all the gimmicks you've seen earlier, while also introducing even more of new ones. Each screen uses multiple gimmicks at once. Feels like a victory lap with increased difficulty. And as usual SourPls.
Contrarian Cherry boss: I liked the easily-recognizable references, the boss feels slightly harder than the previous ones, but not unfair.
I liked the chasing screens where there are multiple different enemies from different stage are chasing you as you try to escape as Void Kid. Gives a feeling of this whole place trying to catch and kill you.
Queen Nehema: A harder version of Stage 2 boss. As good as it sounds, SourPls.
Stage 5 boss: MIND
The boss consists of 4 phases with a save between each. Each phase represents a distorted form of protagonist that we've seen before: Normal kid, Void Kid, Machine girl and the Angel.
Normal kid: Harder than any of the previous bosses, sometimes you need to focus on it's attacks a bit.
SourPls.
Void Kid: I loved the animations of this phase, but some attacks feel really BS sometimes, especially the wiggling glitches. A bit of an unfair one tbh.
Machine girl: felt easier than previous phases, a fun fight overall.
Angel: The hardest one of them all imo, but not as unfair as the Void Kid. A nice fight to finish the game, not too easy, not too intense.
The game overall gave me strong Burnmind vibes, which is amazing. There were lots of SourPls screens, many fun and original gimmicks and funny references. I really enjoyed the game and I highly recommend it to anyone who's played a fangame or two in their life. I see it as a piece of art and one of the most unique, enjoyable and thought-provoking fangames out there. Thanks for putting your soul into this game, can't wait to see what masterpiece Jane_Chef brings us the next time.
Also SOURPLS!
[1] Like
This whole review is a huge spolier, proceed only if you've already beaten the fangame!
The first thing you notice when first launching the game that it's created with Unity engine, which is a thing you see really rarely in fangames. The game can only be played fullscreen, which is a bit of a flaw, but I prefer playing the fangames in fullscreen anyways.
The game starts off pretty normal: there is a protaganist, there is some fortress, there is a goal to help the protagonist reach the center of the fortress. I don't have too much to say about the tutorial screens, they're OK. One thing I didn't like is that you can't hold the right button upon entering a new screen or respawning. It's not that critical, but gets really annoying sometimes.
Another thing that you notice right away is an increased framerate. The game feels really smooth, and that's a huge plus for me.
Stage 1: Familiarity
Stage 1 starts off with a space area, the main gimmick is the triggers. The enemies can be ignored and dodged easily. It's short and it is a nice introduction to the game.
Glitching area: main gimmick is moving glitching walls and enemies shooting glitches in your direction. Also an easy and short area that requires to pay a bit of attention to the cycles, nothing really standed out. Also SourPls.
Medley area: That's where the fun begins. I loved this area, the traps and references are cool and funny, and the area itself is enjoyable to play. Also the music fits the goofy stage theme really well.
Stage 1 boss: Norton
A funny and easy boss with some light RNG attacks. Can be killed in 2 cycles if you're quick enough.
The idea about Contrarian Cherry being the real boss caught me off-guard, I even believed it for a second since Norton felt like a mini-boss.
Stage 2: Void
That's where the game starts to fall into gimmick insanity pit.
Alcohol area: I didn't enjoy this one too much since I'm not a fan of gimmicks that make you partially blind. But still, the gimmick felt fresh and original to me. The ghosts sometimes felt too large. But overall the area didn't feel as bad as it sounds.
8-bit area: A bit of a simple needle, some falling boulders, some enemies to kill here and there. Nothing really stood out except for the music, SourPls.
Void Kid area: I liked the custom graphics author used here to present a new character form. The enemies' attacks felt BS sometimes, but the originality of the stage got me. It gets much better once you get used to the controls and enemies' attacks.
Stage 2 boss: Princess Nehema
Just a solid boss with some dark vibes and pretty fair attacks. The music fits the boss perfectly, loved it SOURPLS.
Stage 3: Awareness
This stage probably felt like the longest one to me. Every area is unique and has some cleverly-implemented gimmicks.
Pyramid area: You can get walled really easily once you touch the trigger, so I died in a really dumb way several times. Once you plan your path after hitting the trigger, it becomes easier.
Boots area: A nice and clever gimmick that requires to learn the timings a bit. Pretty good overall. The music doesn't perfectly fit the area, but damn still SourPls.
Eyes area: the main gimmick is the eyes that shoot a giant metal claw(?) as you approach them. Nothing special, but once again, it feels original. The area theme is dark and grim, I liked it.
Machine Girl area: this area consists of one screen that gets you familiar with the gimmick, and the boss. Nothing to say about the first screen, but the boss...
Stage 3 boss: WLFGRL
Man I loved this boss. It's heavily inspired by Omega flowey, and it fits the overall theme of the game just perfectly. The boss consists of 4 phases with a save after each phase, so you don't redo the whole thing if you die stupidly. The RNG is fair and the boss overall just feels good. Also the music reminds me of Omega Flowey's theme, big SOURPLS.
Stage 4: imperfections
The stage is designed to be sudoku-like, and as a sudoku hater, that's the first time when I find it fitting the game theme.
Graveyard area: The fruits that copy your Y position is an OK gimmick, not too bad. The The charging witch feels like too fast sometimes, so you never feel safe when she's on the screen. Also SOURPLS x2.
My game area: There are several gimmicks: shooting saws instead of bullets, which you need to use with caution; triggers that can be cheesed sometimes, the stars that explode as you approach them and other obstacles. The area feels a bit chaotic in a good way. Also goddamn SourPls.
Angel Area: Floating jumps feel a bit weird at first, but the levels are designed for you to quickly get used to them. Enemies are a bit annoying, there's also a funny trap in one screen that you can get killed by if you try to cheese. Also HUGE SOURPLS BANGER.
Stage 4 boss: Queen/Queen core
Her monologue is funny enough, attacks are pretty simple. Felt fun to beat her.
The Quuen core is a bit harder, the RNG can screw you over sometimes. Died twice while it was at 1 HP, feel like a moron. A good and balanced boss overall. Also FFS SOURPLS.
Stage 5: Conclusion
This stage combines all the gimmicks you've seen earlier, while also introducing even more of new ones. Each screen uses multiple gimmicks at once. Feels like a victory lap with increased difficulty. And as usual SourPls.
Contrarian Cherry boss: I liked the easily-recognizable references, the boss feels slightly harder than the previous ones, but not unfair.
I liked the chasing screens where there are multiple different enemies from different stage are chasing you as you try to escape as Void Kid. Gives a feeling of this whole place trying to catch and kill you.
Queen Nehema: A harder version of Stage 2 boss. As good as it sounds, SourPls.
Stage 5 boss: MIND
The boss consists of 4 phases with a save between each. Each phase represents a distorted form of protagonist that we've seen before: Normal kid, Void Kid, Machine girl and the Angel.
Normal kid: Harder than any of the previous bosses, sometimes you need to focus on it's attacks a bit.
SourPls.
Void Kid: I loved the animations of this phase, but some attacks feel really BS sometimes, especially the wiggling glitches. A bit of an unfair one tbh.
Machine girl: felt easier than previous phases, a fun fight overall.
Angel: The hardest one of them all imo, but not as unfair as the Void Kid. A nice fight to finish the game, not too easy, not too intense.
The game overall gave me strong Burnmind vibes, which is amazing. There were lots of SourPls screens, many fun and original gimmicks and funny references. I really enjoyed the game and I highly recommend it to anyone who's played a fangame or two in their life. I see it as a piece of art and one of the most unique, enjoyable and thought-provoking fangames out there. Thanks for putting your soul into this game, can't wait to see what masterpiece Jane_Chef brings us the next time.
Also SOURPLS!
Rating: 9.4 94
Difficulty: 45 45
Oct 22, 2023
Delicious Fruit