Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

StealthMasterView game page

Single-Player Stealth Game
Submitted by JackWilkes — 6 hours, 23 minutes before the deadline
Add to collection

Play game

StealthMaster's itch.io page

Results

CriteriaRankScore*Raw Score
Quality of Game#72.7142.714

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • I like that there are multiple elements here, with alternate routes, multiple levels, abilities, and solid shooting. However, these elements did not seem to lend to stealth nor act cohesively together. I found it way to easy to just run from checkpoint to checkpoint as a shooter rather than any stealth which it felt like the game wanted me to do. Overall the game is engaging but lacks the finer player feedback for gunplay to be enjoyable my health was so large that combat was not risky so I was unsure if combat as encouraged or meant to be avoided by stealth. Bugs/feedback - Menu in a 3d scene is cool and retro feel. - Curser in the middle of the screen is not accurate as fire comes from the gun tip itself in a local direction, either make them match the location the gun is aiming or make a reticule for the location that will be hit. - The atmosphere is good and lighting is well placed. - Sound effect levels are sometimes really off, load noises for pings where gunfire is quite. - Nice use of custom depth mask for enemy detection. - Some enemies appear invincible but unable to see the player. -Core features for the genre seem to be there but the camera and mechanics need polishing to be engaging nice to see alternative level paths but they never felt like they added to my goal.
  • Really interesting set of powers and weapons, and a fascinating world, that I would like to know more about. The game felt very slow-paced, and was let down too by the behaviour of the AI, which didn't always react appropriately.
  • Quite easy to just kill everyone, but still quite a complete game. Nice work!
  • - Nice trailer - good sync with the music :) - Impressive environment scale and object/asset count and variety. - Like the UI spread through in-world objects - Shift to run isn't shown on the control scheme - Mix of keyboard buttons and mouse buttons - but can't consistently use either throughout menus. Best to stick to one method. - Tutorial - funnel player to where they should be, so they don't stray off and do something out of order. Elevator should close by itself. Level lighting is a bit dark - need gamma settings or calibration screen to so players can tune things for their setup. Not clear that whistling in the tutorial refers to the hamster - grenades didn't work to attract the guards. - Main game: - Cameras - don't seem to do anything - AI's not very proactive or reactive to things at a distance - you have to be right on top of them - Nice touch spawning enemies when you pick up the first key card - Elevators a little buggy and cumbersome. If you need an "interactable" to make them do things, consider a little button panel. Found I got stuck in the elevator because I'd triggered the wrong set of doors, and made the elevator go back up. - Can see a Metal Gear influence with icons over the enemy heads showing their state. I think the cameras and "being noticed" need a little more fanfare - so it's a harder transition, as it's not quite clear if I've been spotted, or whether an enemy is still just patrolling... - Need an out of ammo sound - Need checkpoints - don't want to start the whole level again - Backing track is very atmospheric - Debug text still visible over the heads of enemies - Consider investigating some more dynamic camera positions as there were a few situations where the camera clipped the environment, or when using air vents, the air vent geometry blocked my view of the player character.
  • For a stealth game there's a bit of a lack of stealth with this. Enemy positions aren't really telegraphed to the player so no real way of getting past patrols without brute forcing through it. no real visual cues to highlight intended core path of the play. Lack of clear "enemies are becoming aware of you" telegraphing to the player also doesn't really help with the stealth elements. as a third person shooter with a gun that makes enemies poop themselves. very functional proof of concept demo. as a stealth game. lot to be desired.

Leave a comment

Log in with itch.io to leave a comment.

Comments

No one has posted a comment yet