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AJE Software

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A member registered 50 days ago · View creator page →

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Hider community · Created a new topic Welcome to HIDER

Thanks for checking out the game. This board is for anything related to HIDER, so feel free to post here however you like.

If you want somewhere to start, a few things I am genuinely curious about:

What seed did you get your best run on? Sharing seeds is one of the reasons I built the game around them, so post a hex seed and let other people try to beat your score on the same world.

Did the monster ever do something that surprised you? It learns movement patterns after turn 200, it fights other monsters when their bodies touch, and it starves if it cannot find food. If it did something that felt smart or unfair or just strange, I want to hear about it.

How far did you get? World number, score, and whether you died or escaped. I am trying to get a sense of where the difficulty curve actually sits versus where I intended it to sit.

What felt unfair? This is the most useful thing you can tell me. If you died and it felt like the game cheated, say so. That is a bug in the design, not a skill issue on your part.

If something is broken, post it here and I will fix it. If something is working well, I would like to know that too so I do not accidentally change it later.

I am one person working on this, so replies might not be instant, but I read everything.

Hi everyone. I just released my first game, HIDER, and I would genuinely like some honest feedback on it.

You can play it here:  Hider

HIDER is a turn-based stealth game where you play as a single pixel in a procedurally generated maze. You cannot fight anything. All you can do is hide, run, and decide when to make your escape. The monster hunting you is not scripted. It is a swarm that grows, starves, learns your movement patterns, and in special treasure rounds floods the map like a rising tide. Every run is built from a 32-bit seed, so if you share a seed with a friend they can walk through the exact same world.

A few things I tried to make interesting. The world transforms the moment the monster first sees you. Fog of war slams down, the HUD appears, and the game shifts from quiet exploration into survival. Teleporting through food saves you, but every teleport grows the monster by two cells, so every escape has a cost. Monsters fight each other, which means if you are clever you can lure a small one into a big one and slip away during the clash. Late in a run the world itself gets darker and your vision shrinks, so the audio beacon from relics becomes your only way to navigate.

Controls are WASD or the arrow keys to move, R to restart, and ESC for the menu. It is fully turn-based, so there is no twitch skill required.

This is a first release and I am genuinely looking for feedback. Does the monster feel scary? Does the encounter cinematic land the way I hope it does? Is the pacing right or does it drag? Is there anything that feels unfair or confusing? I would much rather hear it now than after I have built more on top of it.

Thanks for reading, and if you give it a shot I really appreciate it.


Monster Spotted Event

Zoom out event that happens on monster sighting that opens the exit.