You have the code. You have the squishy sound effects. You are ready to release.
The Golden Rule: Call it "Insect Prison: Metamorphosis" or "Insect Prison: Chrysalis Edition." Never use the exact title of the original game.
Release it on Itch.io under the "Horror" and "Body Horror" tags.
If the original creator reaches out, listen to them. If they ask you to take it down, do it gracefully. Then, change the assets, rename the wasps to "Flying Guardians," and release it as your own original game inspired by Insect Prison. insect prison remake tutorial
The Goal: Escape the containment facility designed to hold giant insects (or where insects hold you prisoner). The Vibe: Dark, organic walls, honey/lava floors, and giant arthropod threats.
Before screwing on the lid, rub a little super glue on the threads. Screw it shut tightly. This is a permanent prison (for display, not for live bugs—please don’t trap live creatures here).
Assuming "Insect Prison" is a game, let's use Unity (a popular game engine) for this example: You have the code
Over the Flash original, we can add:
Example undo system:
let history = [];
function placeWall(row,col)
history.push(row, col);
grid[row][col] = 'wall';
function undo()
let last = history.pop();
if (last) grid[last.row][last.col] = 'empty';
Remaking or reimagining a concept like "Insect Prison" involves a deep understanding of the original, creative vision for change, and meticulous planning and execution. Whether your project is a game, animation, or another form of media, the steps outlined can guide you through the process. If the original creator reaches out, listen to them
Even with a great tutorial, people mess up the remake. Here is the troubleshooting section.
The bug uses a very simple “escape AI” – it tries to move to a random adjacent empty cell, but avoids walls and recently visited cells.
function moveBug()
let neighbors = getAdjacentPositions(bugRow, bugCol);
let validMoves = neighbors.filter(([r,c]) => grid[r][c] === 'empty');
if (validMoves.length === 0)
gameOver('Trapped! You win.');
return;
let [newR, newC] = validMoves[Math.floor(Math.random() * validMoves.length)];
grid[bugRow][bugCol] = 'empty';
bugRow = newR; bugCol = newC;
grid[bugRow][bugCol] = 'bug';
Pro tip: The original had a “memory” of the last 3 cells to avoid zigzag loops. You can implement that with a small queue.