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A jam submission

SEALOADERView game page

SNEAKING, STEALING and SEALING
Submitted by Waro (@waroe149) — 2 days, 21 hours before the deadline
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SEALOADER's itch.io page

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Comments

Submitted

Love the concept and presentation. It reminded me of the style of BLENDO Games a bit. Very nice. The dream sequence got a smile from me even though I didn't understand what was happening. I would love to learn more of the lore of this world as I progress.

Submitted

Sneaky game with dice, I actually really liked the dice part. I had runs where I barely escaped men chasing me because I rolled higher and it felt good. The death sound is cartoony, but i got a vibe of horror from the dream part. I'd like a tutorial for the equipment or something. Overall interesting concept that seems very well put together. The character design is pretty interesting as well.

Submitted

I'm not very good at this game, but the atmosphere and audio are both wonderful; especially the rain. I finished the violin mission and lost patience with the doll mission, but I would like to try it again today. I really like the plunger. :D

Submitted

Love the concept and the vibe. The presentation is consistent and shows discipline. I've finished the violin and doll missions and plan to play the third.

It felt like once you were spotted, you couldn't escape that guard by breaking LOS without an oil bomb. I like escaping to a hiding place, but it seems the better strategy is to let the guard catch up to you and oil them.

It was hard to gauge the sound mechanic. I understood what made more noise, but it was hard to tell whether the noise would alert a guard.

From what I could tell, oiling part of a window would block the whole window. But the decal size is quite small.

The turn mechanic seemed to encourage two approaches: either waiting for guards to finish their turn before moving out of a hiding spot, or ignoring the mechanic because you're running away from a guard. I enjoyed when a guard's patrol would force me to reposition mid-turn rather than just waiting for them to finish. Normally having no permanent hiding spots is too stressful, but the ability to stop and plan alleviates that.

An interesting side-effect of the turn mechanic is that players naturally create 'checkpoints' by ending each turn in a hiding spot. Returning to a hiding spot (basically save-scumming) could be used to help explore the level.

The plunger was great for horizontal motion, but not for gaining height. I liked the way Dishonoured would let you teleport up over a ledge.

Overall a great experience.

Submitted

I was definitely too impatient for this game, but it has a whole lot of charm. Getting told I'm going to get fucked up by one of these polygon ass mother fuckers was one of the funniest things I've ever heard.