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(+1)

Such a clean strong stealth game, well executed and a lot of fun.

-Favorite part is the ways you can dodge the guards on their patrol, hanging onto the wall and then just tapping off it to run behind a guard as they move past you feels amazing. And the simple holding of w/s for the other methods/jumping over tables etc is perfect. Lets you feel properly stealthy.

-I can't think for what the designs goal feels like, of anything to really critique. There was a minor bug sometimes climbing stairs where you got stuck at the top and had to jump off then jump back up them which lost me one mission. Some extra feedback of how close you are to stealing an item after clicking on it, with an increasing amount of shake as it's closer to joining your collection would be nice, and a different more impactful sound to sell the moment when you take it.

-Also want to mention just how good the first level was at introducing the player to everything the game is, nice work on that.

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Thank you! :)

I made the first level, first of course, so it was what I was using to show people what the game was about when it was still a prototype, so it just got stronger with each person I showed. lol.

As for an indicator for the amount of clicks til you steal something, I'm thinking about maybe a higher pitch jiggle sound as you get closer, or maybe starting on a lower pitch. I'll figure something out, thats a good call, a lot of people got confused with the bigger statues taking so long to steal.

(+1)

Ahh, great to have been able to iterate on it that much :D . It shows.

Yeah that'd be a nice solution too. It makes 'sense' but more feedback when interacting would really help solidify the idea faster.
With the pitch you could possibly have the same end point but different start point based on the item. For example (don't know your values) to steal a small painting you need to reduce 5 to 0, so the pitch starts offset by multiplier of 5, changing until 0. And the larger statues need to be reduced from 15 to 0, so they're offset by 15 (that'd naturally sound heavier also) slowly coming down to an offset of 0. Then you can immediately hear the difference, while having the same final pitch become familiar and anticipated.

(+1)

Yup, exactly what I was thinking.

And that would definitely make the statue feel like a heavy statue and the smaller stuff actually feel lighter.
I think I like it, will have to add it to the pile of things to tweak if I go back to edit it. :)