Thanks so much for playing, and I'm so glad you liked the characters! I can never resist adding some narrative even when I'm making a mechanics heavy game 😄
Ben Slinger
Creator of
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Love the presentation through the security cams, what a fun idea!
I found it very difficult to get past that hallway into the main police station just because I couldn't get a good view, and I kept forgetting which way to scroll through the cameras, so some better feedback to the player there could be good.
Nice polish for getting it done quickly though, well done!
Fun game! For making use of Synty packs you've certainly done well, was this a pre-made map or did you put it all together yourself? It's very well done!
Love all the animations and little details, and the way the characters used random models each time. The only thing I wish is that you'd not changed the characters to complete yellow when highlighting them, it made it hard to compare against who I was looking for.
Well done!
Nice vehicle physics, and great use of the theme - I like the sneakiness in a car game, that's unusual. I could see a future version of this game where you can hide from the cops by parking in a dark street, for example.
I never quite figured out what the circle around the car was, I assume it was noise or attention? It didn't seem to stop the cops from noticing me, haha.
Great job getting progression and a leaderboard in there too!
Oh man, that failure animation is brutal, haha - well done on the cutscenes (the main menu scene is great too). Great use of the dog assets and animations.
I'm sure you've seen the bug reports already, but from a moment to moment gameplay point of view, I wonder if having to track each bag with your mouse to get a good sniff might've helped - then having sniff upgrades mean you get a good sniff faster. It wasn't clear how the upgrades helped, or what the boost was doing.
Great to see a more novel idea in the jam too, well done!
Thanks so much for playing, and for the kind words!
That's interesting about the cheapness of the small detours, do you mean from a story point of view, like I pulled the rug too many times? I definitely have a tendency to use a gag too often so I can see how that would be annoying. I also wrote and recorded the majority of the story at like 10pm the night before submission so it may not be my best work, haha
Also I'm aware my hide and seek elements didn't come through as well as I'd planned, but the ghost/entity hides in the incorrect CPUs. If you corner it by completing most of a CPU bank it will rush to another, knocking out some of the CPUs on the way. And finishing the game gives it nowhere left to hide, which is how you flush it out into the open.
I love a nice arcade game, and the SIMPLE assets were a great fit here. I laughed when I realised that I'd just saved the orphanage by donating all my money, but then I played again and a school bus was one of the cars chasing me! I'm trying to save your home you ungrateful orphans!
I'd love to see this extended with more goals, powerups, etc! Well done!
The visuals were great, loved the opening menu, great job on the animations and set dressing! The game was fun, though I mostly tried to avoid the other drones rather than using my camo as I found it difficult to remember which one could see through it and which couldn't, haha.
The proc gen is great! The city feels really great, and all the little detailed sections fit in quite well. Great job!
This mechanic is legitimately brilliant! I could see this being really fun as a multiplayer game, with the hiders knowing the seeker was limited in their vision and hearing the snapshots.
I'm curious about the AI, do the intruders move between hiding spots before you've found them, or they just run once you're close?
So funny seeing a frozen intruder running away from me, one of them got away because I ran out of camera charge and couldn't track their direction.
Great work!
Love the menu work! Overall the game was a bit of fun but I agree with others that some extra clues would be useful. One thing I found challenging was when the prop was right on the other side of a wall and so the cough was loud, might've been worth casting out a quick ray to see if any walls were blocking and lowering the volume as if it was coming from another room.
Love the use of the Synty assets though, the area looks great, and the sound design is really fun. Good work!
Hahaha, I noticed the Warmboob issue too late to change it. I'll have to change up the font post-jam.
Thanks for playing though! That's great feedback, if I do more work on this game I'll have to re-think how I communicate the colours of each CPU bank better. I maybe need to make the symbols clearer, and have better instructions on the terminal.
Glad you enjoyed it!
Nice work on the car physics, and the 'Love, Death, Godot' splash screen is hilarious, haha. You were clearly going for the deserted wasteland but having the fuel depot so far away made it unclear whether that's even where I was supposed to be going. Maybe some obstacles along the way to smash into so driving across the wasteland is a bit more fun?
Seeing those robots in the distance with the red eyes was a super cool moment though, well done!
Loved the black on red silhouettes when you are the werewolf, very stylish! It did make things a little hard to see sometimes, like whether something was a barrier or not, but probably worth it for the vibe :)
Human mode was a bit too easy, I was able to just wait out the clock out in the forest - perhaps a goal for when you're a human would counteract that?
Great use of the theme, well done!














