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Yeah that was the idea! Though the guards will get a bit smarter and you will need to look out my idea was more akin to thief, where you solve puzzles going through the level while thief has more of an immersive sim vibe to it i wanted to take a more cartoony approach hence why the adventure and puzzles take a a bit more precedence then the stealth mechanic . I did design it so backtracking is generally minimal and when using the sack you could already have the quest items needed for the rogue with you so no backtracking necessary at all.

Further levels will have more mechanics, like disguises, staying in the light and lighting up areas etc. Plans are there once the core mechanics are polished and working.