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A jam submission

Clyde: Breach of ContrastView game page

Clyde goes big mode in a stealth action game centered around camouflage and sabotage.
Submitted by MippyGames (@MIPPYSUPER), comboskiller, almost_friday, snowcactus — 1 hour, 5 minutes before the deadline
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Clyde: Breach of Contrast's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#883.8133.813
Presentation (graphics, audio)#1143.8133.813
Originality#1443.5003.500
Fun#2752.6882.688

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game represent Mode?
Our game uses a mechanic that allows the player to shift between "Light Mode" and "Dark Mode" to blend in with their surroundings.

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Comments

Submitted

Definitely a bit buggy, and the stealth mechanics felt a little vague (do I blend with the floor, or should I try to match the background from the guard's PoV, or just the general color around me?), but the idea's fun, graphical style has charm and music's a bop. The Looney Tunes traps were definitely the highlight, ended up setting a bunch of them up just to watch the guards flop around the room. Encountered a movement bug where my character kept floating sideways forever so I couldn't finish, but still had a good time, gj

Developer(+1)

We appreciate the honest feedback, this project definitely needed some more time in the oven yeah. I'm suspecting that sliding movement bug is the conveyor belt not realizing you're not on it anymore lol. We are considering reworking the camo mechanic entirely because I do agree with your ideas on ambiguity. It was meant to be from the guards pov in this version though, it just didn't quite work as intended unfortunately. I think a more snake eater esque "blending" value that detects your surroundings and just gives you a set value of how hidden you are may be a better solution, we will mess with it for sure. Thanks for much for playing and I'm really glad you were able to find some fun amongst the bugs haha. Thanks so much! 

Submitted(+1)

I love games like this. Sneaking around and blending with the surroundings. Solid game. I really enjoyed it. 

Developer(+1)

I'm glad you had fun! I've been on a metal gear kick lately so I agree that these types of games can be a lot of fun. I think with a bit more polish and some hitman sprinkled in this idea could really blossom. Thanks so much! 

Submitted(+1)

I wished the light/dark mechanic worked its a good idea.  Still knocking over guards by rolling or throwing bananas felt quite satisfying.

Developer(+1)

Thanks for playing! I do agree the idea has good potential. We have been workshopping some alternative methods to make the cloaking more consistent on top of fixing the current bug, like making it more of a value of how cloaked you are in your current surroundings,  similar to snake eater. We were super unsure if we were going to leave the roll stun in the game as it was more intended as a debugging thing and another snake eater reference. We decided to leave it in but as like a secret move you could find out, but after watching people play through the game a bit it's become clear to me that the roll stun is almost a necessity to getting through some sections. So on future iterations we will definitely bring more attention to that ability.

Submitted(+1)

Very cool concept. Love the art and all the trap variations that could be used! I totally did not lay out a line of traps and watched the guard get bonked left and right lol. I was very confused on what I could camouflage against though, as sometimes it worked, sometimes it didn't.

Developer(+1)

sorry about the camo being buggy. That was fully my fault :)

Developer

Thanks so much for playing! I am glad the fun of continually bullying the security guards was conveyed well. And yeah the camouflage system is unfortunately pretty broken atm.

Submitted(+1)

Hard to understate that the game certainly is ambitious! Once you nail down the color blending mechanics I'm sure this game will be sick as fuck. Really appealing artstyle, great animations and concepts, it's just that the mechanics are a little buggy. Squint your eyes, cheese those guards, and it's still a great time start to finish. :] I love the expressions that are on Clyde's face textures, and the overall concept and jokes presented in it are awesome. Will definitely be following the dev's work!

Developer

Thanks for the kind words! I really appreciate you taking the time to finish it despite the reset bug, I know that was frustrating. Thanks for playing!

Submitted(+1)

Very ambitious making a complex stealth game for a jam, and the amount of mechanics you managed to put in is impressive. I particularly liked the slingshot and the bananas since they let me clown on the guards lol. The aesthetic of the game is on point. For some reason the checkpoint system didn't work for me so it booted me back to the beginning every time I got caught, but I still managed to get to the end eventually lol. Fun game and great concept, good job!

Developer (1 edit) (+1)

Hey, thanks! We might have pushed the mechanics too far given the issues you've noticed, might have been better off polishing rather than adding one more trap lol. Bullying the guards was one of the first visions I had in my head for this game so I'm glad that was able to shine through! Thanks for persevering through the bugs though, the falling through the level one is really unfortunate but I am pretty sure I know how to fix it after the jam. Thanks so much!

Submitted(+1)

The worldbuilding in this game is nuts. The character designs feel really unique and make good use of the limited color palette. The checkpoint trash cans are really well-placed throughout the level. One note is that I did feel like running past enemies was more efficient than trying to use the stealth mode. 

Great job! 

Developer(+1)

We appreciate all the compliments! Balancing out a stealth game is far tougher than we anticipated, so there are definitely some elements that are more challenging than intended and some elements that are easier than intended, so I totally see what you mean about just running past enemies. Especially since the stealth system is super inconsistent at the moment. I think that given more time we could give more incentive to the stealth system as well as giving you more methods to handle enemies outside of stealth rather than just needing to run away every time. Thanks so much for playing!

Submitted(+1)

Love the aesthetic, look of the characters, and all the little ideas packed in this game! The feedback on the slingshot and enemies falling is great. Getting tossed in the trash when you get caught is also good fun. It seems like the extra details and mechanics out grew the core mechanic of switching colors.

Developer(+1)

Thanks so much for playing and I appreciate the kind words on the aesthetic! You saying that the side stuff outgrew the main mechanic really resonated with me and is actually quite a good point. We definitely got a bit ahead of ourselves getting these side mechanics going before we were sure the main one worked, and its definitely something to take into consideration in future projects. Thanks again!

Submitted(+1)

This game is just dripping in style. Really, major kudos on the art and character design. The gameplay is also very fun, especially when everything lines up just right with your traps and gadgets. Some bugs here and there, and the gameplay sometimes doesn't really feel like you're outsmarting the AI, but I had a lot of fun. Not sure I totally understood how to use the color change to my best advantage, but I loved how your game mechanic/jam theme was echoed in the overall art style. Really cool to make the whole world one continuous level too. Nice work!

Developer(+1)

Hey, thanks so much for checking it out! We had a lot of fun with the style and really tried to stick with it throughout. I think that we ended up with a really cool foundation and just didn't give enough time to polish and thoroughly playtest, but we would like to revisit and patch this up once the jam is over. First on the list of overhauls is the camouflage system, because yeah as you said it doesn't really work. We were using a pretty cool setup that checked the UVs of the object the enemy is looking at and checked if it was on the left or right side of the texture to decide if it was a white or black surface, which meant we had to set up the UVs and textures in a very specific way for the levels and objects in the level.  
Unfortunately there is a build specific error that doesn't show up in the first section but does in the others oddly enough, so we did not catch it in time. Next would be a lot of the AI behavior, as they certainly need some more tweaking. That was one piece of feedback we got a lot during what playtesting we did do was that the AI was too aggressive and powerful. We tried to tone it back without making it too easy and we did not go far enough, they still are not quite at a point where they are fun to sneak around unfortunately. And yeah, the bugs are rough, but totally fixable thankfully. I think if we gave it another week we could iron out all the existing bugs and tweak it to be in an overall better state, then with even more time we could make more levels, more traps, more enemy variants with new behaviors, etc. I'm glad the continuous level idea worked well too, it was mostly made to avoid needing to make any sort of save/ scene transfer system to be totally honest but I do think it works quite well. I think making the guards routes more dynamic and have them walk between level chunks could be quite interesting later too. Thanks so much!

Submitted(+2)

This looks like a good place for a banana. Don't trip. Good stealth.  

Developer

Thanks for playing, glad you had fun! I had a lot of fun with the banana peel as well haha. 

Submitted(+1)

This is a pretty cool game! I Enjoyed the slingshot a lot, however the blending in didn't always seem to work for me, or I wasn't understanding it entirely. I enjoyed the level design a lot, and liked the Slingshot introduction. Well done!

Developer(+1)

Thanks for trying it out and I'm glad the slingshot was satisfying to use! And its not just you, the blending in system is definitely broken. it seems to be a bug that only shows up in builds in certain areas so we did not really have enough time to fix it by the time we had found it. There are a handful of other known bugs, like getting grabbed at the same time an enemy gets stunned essentially softlocks the game. There's also the issue of occasionally falling through the level when you get grabbed, and some weirdness with the trash chute system. So overall we just did not leave ourselves the necessary amount of time to polish and clean up everything. Still had a ton of fun and made something pretty cool!

Submitted (1 edit) (+1)

This is a really complete game. I mean, sure feels like so.
Only complain would be that Its a little tedious to carry the things that slowly when theres some levels that i couldnt pass without them.
 (also didnt quite get how to do the roll doubletapping doesnt seem to work for me)
 But overall its an amazing game. Enjoyed it so much. Congratulations.

Developer(+1)

Wow, thanks for trying it out! we had a pretty good vision of the general loop of the game but the individual steps were for sure improvised along the way so I'm glad that worked out for you. I could see that point with the tedium of carrying things around actually, and its definitely something we would look into changing on further iterations, although some of the tedium is intended, ie carrying the artifact back to the hub is meant to be a tense situation balancing the artifact and trying not to break it, but setting up traps was a bit more tedious than intended. Sorry the crouch roll didn't work, that value is adjustable so that could potentially be changed to be a bit more lenient. Thanks again for all the kind words and taking the time to try out our game!