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(1 edit)

I finished v0.4.0 with the traps and bonus objectives. I'll push the update to itch this weekend after some play-testing. Then I can continue tweaking the gameplay based on feedback and work on a new "escape prison" intro mission ^^

So after some play-testing I've done the following for traps:

  • Traps will be safe for guards and dangerous for the player
  • The player can sabotage the trap, so that the trap becomes dangerous for both the guards and the player
  • When a guard (or multiple guards) fall through a sabotaged trap, the trap resets (removes the sabotage) the moment that the trap closes
  • The player can sabotage a trap again after the trap resets

Otherwise sabotaged traps are very overpowered. I can always change the trap behavior if there's a better solution or suggestion ^^