This is a really cool concept and one I'd like to see more of. I like that the office gave you a chance to play with the tools in a safe environment. The experience of looting places and escaping on time worked well and could definitely be built on with some more variation, and I almost felt the puzzles such as the truck undercut the thrill of the heists a bit but I had fun.
The only area I felt a bit underwhelmed was the louvre itself just because of the size of the city. I felt like I barely got inside the building before I felt I needed to start running for the exit. If the exit was a little closer to the heist I'd have felt far braver about rushing inside and exploring some. But with time constraints, it's totally fair and the visual spectacle of the full city was nice.
I had some issues with mouse controls and keyboard worked great. But it would be helpful to have an on screen indicator for the keyboard keys next to the left/right arrows or remapping the interaction keys to ones next to one another because I kept getting confused which is Left and which is Right.
Overall though, I really enjoyed the proof of concept. This was clever and I'd love to see what you can do with it.
McTeddy Games
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I loved the "Climb", "Jump Down" and "Lead Across" mechanics. The verticality created a really good feeling of a big, real, complex world that I rarely see even in big budget crawls. I like how you handled a lot of the puzzles too. Overall, just moving around the world and exploring was top-notch here.
Definitely powerful. I was afraid the minesweeper-y mechanics would chase people and being a short jam, I wanted to make EVERY skill over-powered. So ANY 2-3 skill and you've got a good shot at the finale. The original plan wasn't to have natural regen and it would force the stealth/dodging. But ultimately I chickened in to let people play with the systems instead of needing to master them.
That was fantastic. The visuals were stunning and the overall feeling of the game was spot on. About the only feedback I'd offer is to raise the accuracy of the player characters in combat or add an accuracy bonus to some weapons. Overall, the game felt great, but it did feel like I was lacking control over many of the battles.
I like the concept a lot and I played through the full dungeon. I would have like to have seen the different songs have different effects whether it was a little more range, or status effects. Having 3 damage types that different enemies are weak too just undercuts the "You're a bard!" feeling that the game built towards with the combat minigame.











