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(+1)

I had fun with this. Hospital intro to a stealth game reminds me of MGSV

  • I thought the whole intro was pretty neat
  • H scene was unexpected, cool
  • the art in the VN segments is really great!
  • the movement controls are really smooth and nice. The dive feels fun
  • I noticed the return to main menu button in the pause menu would just unpause the game
  • i closed the game and had to re-do the whole intro to access the other levels
  • the VR missions i thought were pretty good, gave me a feel for the controls and stealth mechanics. I wish there was one that went over melee/ranged combat though. the MGS2 VR missions were kino and one of my favorite parts of that game
  • The warehouse mission is the first taste of real gameplay and I had a lot of friction trying to play it. first attempt I climbed the ladder and was insta-spotted from a guard across the map as soon as I stood up. 2nd attempt I was able to plant the trackers without getting spotted but then ended up shooting my way out killing most of the guards.
  • tried again to go for perfect stealth, one of the guards seems to glitch out and repeatedly jump up and down on one of the cars i need to plant a tracker on
  • I made it to the file, which is floating in midair, and there seems to be a guard always watching it in a tiny room. since I couldnt hurt him i didnt have a good way to accomplish both side objects. As I write this im realizing i could have just thrown a cola can, but that seems kind of ridiculous to have to do in such a tiny room
  • as a Thief enjoyer I really really enjoyed the light mechanics and using shadows to reduce your visibility
  • It felt a little hard to tell which way guards were facing since they only have sprites for 8 directions
  • aiming down sights in close quarters most of the time just jammed the camera into a wall so i couldnt see anything, got me killed once
  • I cant tell why sometimes the guards kill me in 1 hit, are they headshotting me? if there is any mandatory combat / boss fights that seems like it would be annoying
  • I dont think the gun/taser felt very satisfying to use personally
  • I like the lockpicking minigame

Overall good stuff, I would be excited to play more of this in the future. Keep up the good work.

(+1)

Thank you for giving it a try!

I only made the first VR training levels so far, I want to cover a lot more of the game's mechanics: cameras, shooting, throwing, alert mode... and make some "puzzle" levels as well.

The warehouse's rooftop is tricky because it's slanted which makes detection easier for guards. I need to balance the light/shadow in the levels though cause the shadow doesn't help the player nearly enough right now.

And yeah the guards did headshot you if your health went to 0 after being hit. It sort of works the same way for both the player and the guards for now.

I recently did a big cleanup pass of my levels in Blender, separating instantiable objects from the actual level geometry. That's why the warehouse level was a bit janky with some missing objects and navigation issues with the guards, I kind of rushed at the end not to post my demo too late this DD