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A jam submission

Late Stage Cap-italismView game page

You run a successful hat store. But your stock is somewhat... limited.
Submitted by infohazard, katebriggs — 1 hour, 49 minutes before the deadline
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CriteriaRankScore*Raw Score
Adherence to the Theme#1664.4714.471

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Loved it! Great level design. I recorded while I played and gave feedback. Here's the video for you :) (still processing at the moment)


a very humorous stealth game. Actually quite ambitious for a 48 hour jam. While the controls and animations were kinda wonky, it fit with the charm of the characters. I made it to like the 3rd or 4th level it was this huge mansion but it was so hard haha. I had fun though


Very funny game! It makes me happy!
The art the lines and the mechanic work together to deliver the humor. 
Great job! I like it!


This was incredible. Great humor, color, art, sound, modeling, tech, and all. It was a little hard to tell what was on which floor sometimes, but that's really my only complaint. Fantastic work, flying colors from me!

Submitted (1 edit) (+1)

High ratings accross the board from me. The concept is precious, the execution is solid, and the hats are tip top. 

I was a big fan of your occlusion tech for going between floors (teach me your secrets!) but I did find it occasionally difficult to tell which elements belonged to which floor, because of it. Same goes for sight cones, passing through walls, making me unsure if I was going to get spotted or not. 

It's also just a fast game. Maybe a little too fast for my more plodding, methodical style of stealth, but I'm willing to chalk that up to preference. Well done! I hope this game gets the attention it deserves.


Thank you! I'm glad you like it! If you're still interested in the occlusion, it has two parts: first, each wall/floor/prop compares it's y-value to yours. If it's above you, it's always hidden (with the exception of some exterior walls). The second part, for walls only, uses triggers to determine which room you're in. Each wall is assigned to a trigger volume, and if the player is inside, the wall is hidden.


*scribbles notes furiously*


Your concept is really cool and there's a lot of content for a 48h game made by 2 .

Love the atmosphere (dialog boxes before the infiltration sequence is really fun) and the story behind getting back the hat.

Good job! :D


I can just imagine how much creative energy is required to think of this. Definitely the funniest game in the jam I've seen, amazing work.


Thank you!


I'm getting a bit of a JazzPunk vibe from this. ^^ It's a lot of fun, but as @Drums mentioned, the camera lines clip through the floor, so it's not entirely clear in which axis something's rotating.

Din't half make me laugh though. xD


This is the funniest game I've seen so far! I loved the animation and the music. The entire story is ridiculous and amazing. I also have to say that the text sounds were nice to listen to, haha. The radar on the cameras/people went through the walls sometimes and it was a bit hard to navigate, but overall it was fun to play and very detailed! Oh...and don't forget the in-game pause menu next game!


Thanks for the feedback! Yeah, the vision cones do behave kind of weird. Could probably improve that by generating a mesh procedural by casting a bunch of rays from the viewer, but didn't have time for that.