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(1 edit)

yeaaaah the game is a bit confusing if you dont read the description at the moment, the pinging system makes the looting faster and i will eventually add visual and audio queues to show the player they did the action, alot of things are missing that are gonna be added, many thanks for the amazing feedback! really needed it!

also about the truck leaving part, it should technically leave with you if ur standing in it, thats a bug, technically you can leave in both day and night instantly via going out of the store and going to the back of the truck and pressing E respectively, so yea i will fix that too sorry (・_・;)

i will eventually add objectives too and some text to show the player can do stuff for the first play through or maybe a practice map of some kind? we will see

and to be clear this game had ZERO playtesting and solely by me within a month, so its going to have some of the problems, will fix within a week! thanks again for your kind words! couldnt ask for more!

(+1)

It's ok--game jams are a good way to test out ideas quickly as a prototype. I did read the description but did not feel or see any easier or faster to loot, whether I had pinged the jewelry case.

Here are some silly ideas you may think about… Perhaps the player needs to tap (ping?) the glass several times to break it open. (I am not a professional robber :D , so I am not sure what ping does.) The more you tap, the larger the crack gets. The crack in the glass will serve as visual feedback to the player. So, if you crack it once during the day, you will have one less tap needed during the night when you loot. And if you crack it too big during the day, you risk being arrested by the security guard right there. To build on that, you could also have thicker glass that requires more taps for higher-value jewelry.

Another silly idea for the entrance and exit at night… as your game reminds me of the old 'Mission: Impossible' movie… :D  At night, the player could come in from the top, hanging on a wire like Tom Cruise's classic ‘Mission: Impossible’ stunt. Then, exit using the same wire, reeling back up. You could still play the truck-escaping cutscene animation after the player has exited the top. The wire-reeling up and down could be another gameplay mechanic, too, not just a passive animation. Besides being a silly cinematic, this wire act could distinguish the vibe between daytime and nighttime visits even more.

oo the second one is a fun idea, and the first one would be amazing for a mechanic that fits it, it does speed up the looting by 2x, and i dont think that tap thing would work, since it would then rely on how fast the player “taps” and that can break the balance, i will think about it tho! adding some new stuff to make the gameplay foolproof, im taking notes from all the comments to make it better on this next update! hopefully