
A 2D pixel-adventure platformer built in Godot 4: guide Locke through trap-filled dungeon rooms, hunt the Ancient Keys, and escape. Exported to the browser via WebAssembly by TripleB Studio, with a matching atmospheric landing page.
Locke’s Escape is a 2D pixel-adventure built in Godot 4 — guide Locke through dangerous dungeon rooms and deadly traps, hunt the Ancient Keys, and uncover the truth of the dungeon to secure your escape. It plays right in the browser, exported to WebAssembly, made by TripleB Studio.


Run, jump, and time your leaps through trap-filled rooms — falling blades, swinging hazards, and kill zones punish a mistimed move. Slime and zombie enemies patrol the halls, Ancient Keys unlock the way forward, and a HUD tracks your health, score, and keys across levels of rising difficulty.


Built in Godot 4.5 with GDScript on a component-based architecture: the player is split into movement, attack, and UI components that talk through signals, enemies extend a shared base, and autoloaded services — a scene-fader for transitions and a settings manager — keep things decoupled (SOLID adapted to a 2D platformer). It’s exported to HTML5 / WebAssembly with the GL-compatibility renderer so it runs anywhere, landscape on mobile included, and ships on Vercel.

Alongside the game, TripleB Studio shipped an atmospheric marketing site — a dark, animation-heavy landing page on Next.js, React, and Tailwind that sets the mood and sends players to the build.
Built by TripleB Studio — a three-person team: Ram Baarde, Mjay, and Darkyy.
From a Godot project to a playable browser build with its own landing page — a small team shipping a real game: traps, keys, escape and all.
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