Thanks for checking it out! I definitely want to focus on improving the one mechanic still, I think stealth games that build up tension through the detection and “just getting by” make them a ton of fun, but it’s harder than I expected! Thanks for the encouragement, it definitely helps me with continuing it.
Crambeary
Creator of
Recent community posts
Yes, good point that they should alert faster when closer to them in their vision. I’ve been able to play Dishonored 2 and they way they handle it is pretty nice. Although the top down view like this is totally like MGS.
My method for tracking what to do wasn’t very cohesive for me this time, somehow I forgot about sound and never got back to the game to add anything when I did remember.
A very fun entry for the hills/jumping kind of game! The new mechanic with using space-bar to use dynamite for everything from jumping to blowing up the treasure path was totally awesome. It’s a great fit for mobile, it reminds me of a few games from there, and I was addicted to Tiny Wings when it released. How did you do your play testing? I super appreciate continuing the tutorial after my epic fail so early and not just restarting it or skipping it.
Thank you for the constructive feedback! I totally agree with adding some story, I had one in mind as I was building it but never got started on how to present it into the game besides my art direction. I really appreciate you mentioning the fact in your experience, I have a bar on them and a sort of “getting detected” pointer on the player that is used for showing detection. I think I needed more clarity with it, and I think sound would help a lot there. I would really like the visual design to be strong enough though, and then sound just really adds to it.
When you mention puzzles, are you thinking of the typical challenge in stealth games with trying to plan how to get through a level with movement and abilities? Or are you thinking of a more defined puzzle that has only one solution, like in a Legend of Zelda dungeon?
Thank you for taking the time to ask! I actually had a lot in mind. Some story was in my mind as I was building it and thinking of the levels. The stealth and detection mechanics need’s tuning and a few more features. If I had more time I think getting the narrative into it would have been fun, I have never done any narrative work before either though.
The game loop has a lot of mechanics that work well together, I really love that the design get's me to explore the whole map as it keeps evolving. The controls took a moment to get used too, but I was able to hop around the map with confidence by the end. I also appreciate the re-spawn, probably what helps the confidence :)
It took me some playing around to figure out what to do, but the loop is to ask your customer what they want and then you go draw up a plan at the blueprint table guessing what they want from your conversation. Then grab it from the oven, hammer it, and cool it down. Then sell it to your customer. You'll see how close you were.
I'm not sure if the numbers really make sense from what they are asking for though. One time I was comparing and remembering what they asked for and then the "customer wanted" numbers totally changed while the dialog was up.
I'm not sure if it's possible to fail, the game just kept going. Really interesting idea to run around and be a blacksmith though for custom swords!
There is some depth to playing the game with your weapon path that makes replaying it much more interesting. The screen darkness effect is cool, but I felt like there wasn't much that I could do to get it brighter again. I bet if the player felt like the right kind of skill would be enough to improve it the effect would get even more impactful!
It was fulfilling to get the people all lined up and liberated to complete the missions. Really nice gameplay with the different squad types for combat while setting up the right path for your people to follow without getting too sunburnt. It was cool too have the after mission briefing with a score and upgrade choices. I could see this game expanding into more combat and puzzles for the liberation


