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Stealing Time's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mood | #5 | 4.349 | 4.349 |
Overall | #25 | 3.843 | 3.843 |
Visuals | #30 | 4.000 | 4.000 |
Gameplay | #44 | 3.581 | 3.581 |
Audio | #53 | 3.442 | 3.442 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
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Comments
Unfortunately I’m not able to play on my Mac :-(
Oh damn :/ Did you download the one from the bigger zip or the one that is separately for Mac? Since I think only the separate one works, at least for some 🤔
I enjoyed playing this game, and I thank you for saving my ears and my heart with the "getting caught" sound being a tolerable level <3 haha. I tooked the time to learn my limits with this one, and there was a lot of effort put in! Timing sequences and such. The audio and general atmosphere was what I enjoyed most about the game though, really got me immersed!
Only feedback I want to give is I was able to avoid most of the *fun* aka puzzles/timing based things by just right up the far right wall. Practically avoids everything. When I first did it I expected there to be a trap, but wasn't. So I was just thinking to secure it a bit more to force players to go through the areas you put a lot of effort into. :)
Good job!
Good job, guys! the game is a lot of fun! and pretty scary :D Great narrative introduction and solid level design! I only have a few comments regarding the audio:
I don't know if it was intended, but I heard very few sounds in the game. Mostly just noticed the sound when you die and the idle enemy sounds. I think it could really enhance the game experience, if you added some atmosphere audio like spooky wind and maybe some subtle background music (but maybe not too much music, because I really like the quiet feel of the game - makes it extra creepy!). Also a sound for when you're spotted would do wonders!
Anyways, that's just some ideas from the audio geek over here :D
I was able to hear creepy wind sounds. I also saw the trees moving in the breeze. I went around this beach area, not sure if you hear it more there or not. But was really atmospheric the way I went.
Subtle background music could add to the suspense!!
What would make the getting caught really scary is if they have the one growl, but then you hear like a hoard roar for that extra 'Ohhhh nooo' xD haha!
oh, cool, I didn't even notice those details :)
Amazing job you guys have done here!
I love the visuals, atmosphere, and the second time I went back to the cultists, the pocket watch did come in handy.
Two problems happened here: When I escaped the cultists, after they captured me, the one standing at the back entrance didn't notice me and I was right in front of him. Also, was something else suppose to happen when I reached the boat or did I forget something?
Thanks! Great to hear that you enjoyed it! :)
Hmmm, I need to look into that, not sure why he wouldn't notice 🤔
Yeah it should jump to the next scene, where the story ends. Did you remember to steal the diamond from the room? Since you needed that before going to the boat.
No, I actually didn't know that I needed the diamond xD
The text is a little difficult to read, at times.
I couldn't get the mac build to run.
Damn :( Did you download the separate mac build?
What is the error it is saying?
We had problems with the mac build but in the end the separate one seemed to work, shame if it is not working now for you. I think few others got it working.
Fun game, scores off the charts for atmosphere and mood. I was quite tense playing it!
I don't know if it was my method/approach but the outside bit seemed a lot easier than when I got in. The outside death reaper guys just did not seem all that perceptive. But maybe I was just good at avoiding them. Maybe if you continue this game further, add some visual elements around stealth detection etc. Check out GMTK's recent video series on stealth game elements.
Impressive work with the stereo creepy voices!
A small suggestion? maybe have savepoints? So that we don't get scared again and again when replaying the same bits? ;)
Thanks mate, appreciate the feedback! :)
That is actually a good suggestion, we didn't want any UI to break the immersion so that is why the detection was hard to come up with. We have a sound hint when enemy detects you, and you have time to run away but I think it is too quiet right now.
Maybe you were just good ;) Balance was hard to find, since bigger detection range would have meant more running away and running into other enemies :D Yeah I actually watched that, it was so good!
Yeah we thought about checkpoints/saving, but in the end thought that checkpoints in-between levels is enough, but I understand it can be frustrating for example level 2 making it into the mansion and dying there multiple times.
Fantastic lovecraftian atmosphere! This type of steath/horror games aren't really my thing but I enjoyed a lot :)
Thanks, I have to be honest, the horror games aren't really my thing either, but this just somehow ended up going this way :D Although few of my teammates love these games, so that could have affected it as well.
I love the artwork, impressive! Great mood, quite scary!
Thanks! For the artwork in cutscenes we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges!
Yeah it ended up being a bit creepier than we originally planned, but sometimes "accident" like this happens and they work well with the style.
The artwork is impressive, it is really impressive :-) The mood is great, the enemy sfx are scary. I was terrified to try and sneak past them :-D
Well done on this fine piece, especially with the artwork :-)
Thanks!! Hahaha, yeah this game came out a bit creepier than we originally planned, but we ended up loving it :D
For the artwork in cutscenes we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges!
God damn it, almost couldtn't sleep. 5/5
Great tone, atmosphere, handmade dialogs.
You have a talent to do that. Maybe keep working to perfect it. Really enjoyed!
Thank you so much! Great that you loved the atmosphere, our main goal was to do a really immersive stealth game and it ended up maybe being a bit creepier what we originally planned, but we thought in the end that it works perfectly with the story.
Really enjoyed the art style and tone of the cutscenes (would have been nice if they didn't start on a blank screen though!). Some of the text screens during the game disappeared too quickly to read. During the first level I went back to through the graveyard and had to walk all the way back up to the middle and down again -- would be nice to have a run option (even if it's just in the time mode).
Nice submission!
Thank you so much for the feedback! Yeah we wanted to have them to create a separate feeling of scenes, but yeah maybe it would have worked better without blank screens.
The texts were actually inside the triggers, so if you stayed inside the collider or looked at the certain object it shouldn't disappear.
Hahah, yeah we though that as well, that is why we hinted the player to the main gate, but we didn't want to add running, since that would kind of break the immersion of stealth.
Woooww! This was sick!!! I love the Lovecraftian story, a lot! Not to say the stealthy horror vibes, it merged very well with the aesthetics. I`m really happy to have played it. 5/5!
Thank you so much mate! Really happy to hear that you liked it! :)
I really liked the handmade design, it's quality.
I liked the horror setting, the game makes you explore the map, I really liked that. I just found the sound of the steps a little delayed, but it doesn't interfere with the game. Congratulations on the work! :D
Thank you mate!
We originally didn't plan it to be that horror, but in the end we noticed that it suits so well with the story and everything that we built on that! :)
Yeah the footsteps ended being a bit shite to be honest :D We originally planned that they would change depending on what you're walking on and everything, but then just settled with basic step sound which wasn't even that good, but we tried to make it quieter so people wouldn't mind it so much :D
Yoo I'm not gonna lie, your game is one of the best ones i've seen so far. the whole art style u picked and the game play goes well together very much. good job :D
Thank you so much mate, glad to hear that you liked it, although there are some great competition here with everyone, from simple games that have really impressive mechanics to well told stories. This GameJam has been so amazing!
I like the mood / tone your game set from the start, and it was a good story. The music on the menu and at the end of game was rocking. Oh, and that initial phone ring in the story line, startled the heck out of me...it almost threw me off my chair ... haha. =) But it speaks the mood that you have set from the start.
Admittedly, I didn't use much of the crouch option except for stealing that key in the second scene. I really liked the maze and the lean function came in handy. A crystal count would be a nice to have on the UI, and possible a count down timer. But the SFX were great indicators (when using the watch.)
And it was a bit of fun exploring for diamonds over the map.
The ambient noises in the scenes, set me on edge a little, not sure if because there wasn't much variation, but it did add to the mood.
I'm unsure if it was intentional, but the footsteps felt like time was ticking away as you were walking...which was a great.
The artwork was very unique and I liked it. I could see this game evovling into quite a tale if pursued, make sure to continue with the artwork.
Overall a good game! Thank you.
Reading this made me smile so much. Thank you for your thorough feedback!
The music is actually one of our team members band Endocrine (https://www.youtube.com/watch?v=IonL5jBIxbk one of the songs we used).
Hahah, maybe it was a bit surprising, but good to get you on the edge of your chair :D
Yeah it was a choice we made that we wanted minimal to none UI, since we wanted to create an immersive stealth game, that made you feel like you were actually there and UI always kind of breaks that immersion, that is why we played around with SFX, blue tint on time stop power and you being able to see from the watch if the gem is still clear meaning you have gems left.
Oh damn, I would love to say that we planned the foot step sounding like time was ticking away, since that sounds amazing, but no we're not that genius :D
I've mentioned this a few times but she deserves it! For the artwork in cutscenes we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges!
Good ambience, lots of tension, really great drawing as well! A HUD with the number of diamonds or some indication of how many I have would be good (maybe it was indicated and I missed it!). Also maybe an idea of how far the cultists see would be good too (they seem to be far more nearsighted then originally expected!). Great game, great job building on the theme :)
Good ambience, lots of tension, really great drawing as well! A HUD with the number of diamonds or some indication of how many I have would be good (maybe it was indicated and I missed it!). Also maybe an idea of how far the cultists see would be good too (they seem to be far more nearsighted then originally expected!). Great game, great job building on the theme :)
Thanks! We wanted to create an immersive stealth game, that is why we didn't want to add any UI, so we went on different route with some of the things. You can't see the number of time stop gems, but for example level 2 tells you that you have 3 of them and you can always see if you still have at least one left, since the gem on the watch will be black if you haven't got any left.
Yeah that detection level we modified quite a lot during playtesting and ended up going with one range for detection and one for kill mode. So if you are detected they give a certain sound hint that you know you have to get away and if you enter kill mode, well you're dead :D haha. We didn't really come up with an idea how to show how far the cultist see without breaking our immersion, so we decided to keep it somewhat realistic considering it is dark outside, but yeah obviously sometimes you can get pretty close, at least if you're crouching.
Oh yeah and as said before on other comment for the artwork in cutscenes we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges!
True on the gems and yes that makes sense, I did see that! :)
Haha very cool, and actually she is definitely unofficially part of the team then! I will check it out! :)
Thank you!
I like the ambiance & the mood you have created. The art, both 2D & 3D are well made. Enjoyed playing the game. Well Done! :)
Thanks mate! Really appreciate the comments! For the artwork on cutscenes we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges!
Wow Love the drawing , yes there a sense of tension there, Kept me on my toes , especially when you hear the creatures getting close . I will be adding this to my collection . Well done
Thanks!! :) For the artwork we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges!
Good to hear, that's what we wanted to do, proper stealth game without the option to blast your way through every single enemy :D
I really enjoyed this! I love stealth games, and I got that feeling of "oh shit are they gonna catch me," especially in tighter spaces like the mansion. The atmosphere was on point especially with the constant enemy breathing and mood lighting. I especially liked the story being told through drawings, gave an old-school type of vibe. The only gripe I had was it was hard to know if a skelly could see me or not, and if they could I had no way of escaping. Anyways, great job on your guys' first game!
Thank you! Yeah it was a hard choice of how we should do that detection part, since we wanted no UI, because they could break the immersion you are having while you're in the dark there. For the artwork we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges!
That detection part was hard, we had like a detection sound when they saw you and you still had a chance to run away and on level 2 obviously the time stop powers. I think the detection sound ("huh who's over there") ended up being a bit too quiet, so not sure if anyone heard that actually.
I love stealth games as well and it was so cool to do something like this and the learning curve that happened in a month was amazing, it was our first game jam, but for sure not the last one!