Its a great take on autorunner games, I've rarely seen games where you're chased and it surprised me. Visuals are great, I just found that the narrative sequence at the start was a bit hard to read, sometimes words were overlapping and the reading order of text boxes was not clear. But besides that it's really good, well done!
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Thief in the Night's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #832 | 2.915 | 3.222 |
| Visuals | #839 | 3.317 | 3.667 |
| Enjoyment | #939 | 3.015 | 3.333 |
| Overall | #1050 | 2.831 | 3.130 |
| Theme | #1104 | 2.814 | 3.111 |
| Gameplay | #1201 | 2.513 | 2.778 |
| Innovation | #1232 | 2.412 | 2.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
In Thief in the Night, the thief takes a priceless golden biscuit, forcing him to risk everything and outrun relentless security to escape, capturing the theme ‘Risk it for the Biscuit
What code and assets did you not make from scratch during the jam (if any)?
All of the gameplay code, including movement, climbing, shooting mechanics, and the auto-run system, was made from scratch during the jam. I also created the main character, environment pieces, and UI elements in Krita, and all background music was composed and produced by me using BandLab.
The only assets not made from scratch were standard Unity components like Rigidbody2D, colliders, UI Buttons, and Sliders. Everything else, including the heist mechanics, game over system, and level setup, was fully coded and designed during the jam
How many people worked on the game?1








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