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A jam submission

Confusing HeistView game page

Submitted by edit (@ErikSlatter) — 10 hours, 48 minutes before the deadline
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Confusing Heist's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#6422.3723.750
WOWIE!#7892.0553.250
Visuals#7962.0553.250
Simplicity#8302.5304.000
Creativity#8412.0553.250
Fun#8461.8973.000
Topic#9900.9491.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Music Source
https://opengameart.org/content/midnight-creeping-rpg-orchestral-essentials-stealth-music?destination=node/117714

Credits
I'll be making a devlog so credit my YT please. thanks Jonas :D https://www.youtube.com/channel/UCwTAH6MTfBUj6ecooGuHkXQ

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Comments

Submitted

Nice stealth game, those aren't easy to pull off. Good choice of music and you nailed the lightning.

I ended up following the same route every time once I figured it out, it could use some randomness to spice things up. 

Submitted

Nice little game, really enjoyed how the game looked and felt. Nice job :)

Submitted(+1)

cool idea. giving the guards spotlights was a very good idea, so you can tell where they're looking. however, the time limit felt forced, so i'd suggest replacing that with some sort of lives system, like you can only get caught a certain number of times. also, the money felt cramped, it would have been better if it was more spread out. maybe the rooms could be procedurally generated?

it's a good game, and it's close to a great game. 5.5/10

Developer

thanks for the comment! Yeah spreading the money out would've been better. The time limit is meant to be the police response time. Like the first time you're caught the guards call the police and you've got 3 minutes from there to either succeed and get out or be caught.

Submitted(+1)

The sound, music, and lighting were incredible.  It was also smart of you to give the guards spotlights so you could tell where they were looking.

I wish there was some kind of indicator to know if a guard saw you or not.  I didn't fully understand how it fit the theme "Failure is Progress", as there didn't seem to be any kind of benefit to being caught.  

If you decide to continue with the game, I'd suggest spreading the money out, possibly semi-randomly, as players could then change strategies for which money blocks to grab first.  "Do you grab the easy ones first so you don't get caught early on, or do you go for the difficult ones so you can still win if you get caught early on?"

Developer

Thanks! It's loosely based on the theme failure is progress since you have to opportunity to be caught and "fail" yet still complete the heist. Also, if you've brought money out of the vault but then get caught, it stays on the floor so you can grab it again and you've made "progress" by "failing." Maybe not totally on theme but thats what I was thinking when I first came up with it lol.  No plans on continuing the game at the moment but I totally agree with spreading the money out