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A Heist at the Museum's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #11 | 3.395 | 3.667 |
Visuals | #20 | 3.240 | 3.500 |
Originality | #23 | 3.549 | 3.833 |
Overall | #30 | 2.993 | 3.233 |
Audio | #32 | 1.543 | 1.667 |
Pacifist Theme | #37 | 3.240 | 3.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Briefly explain your games interpretation of the Pacifist theme?
You are sneaking around guards, unable to attack them.
How much CODE (text or visual) did you make?
All
You created all of the code from scratch (excluding game engine)
How much of the game's ART did you make?
All
You created all of the art assets seen in game
How much of the game's SOUND effects did you make?
All
You created all of the sound heard in game
How much of the game's MUSIC effects did you make?
All
You created all of the music heard in game
Aren't you awesome for being creative and taking part?
Yes
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Comments
Very cool stealth like game! The flashlight mechanic being both your search tool and detectable is very good! I would love to see further work on this! Maybe some more mechanics to shake things up. You could do procedural generation for an endless mode or make a campaign mode with handcrafted levels. Cool entry!
Thanks! The levels are currently procgenned. I was intending on having the next level generate behind the scenes when playing the game, so you would immediately drop into the next when you win/lose, but time constraints got in the way
I really liked this idea! Controlling the flashlight length, having to avoid the guards, be wary of your light and positioning, whilst also trying to find the elusive blue item was a good challenge. Visuals were great, despite being grey mostly, the small use of light and red/blue made it feel like it was intentional style. I found the blue item once, when it was right in the first room I started in. I was struggling to find it the other times, I wonder if it would be more rewarding to the player if you had to find 3 items, and you ensure one of the items was near so that the player understood the objective early on.
Thanks for submitting to the Honest Jam <3
Hi, I just checked out your let's play of my game. Thanks for the kind words!
Thanks for your feedback as well. Especially the tween of the rotation of the guards seemed annoying as you don't quite get a heads up when they will turn arround. I did implement a tween, but I guess I set the duration too low when building and submitting, because it's really unfair.
I agree that it might be more rewarding to find multiple pieces of art, with one spawning relatively close by. In the game I implemented it the lazy way (saving all the art to a list when proc-genning, shuffling the list and placing the art at the first entry). Watching you play it, perhaps the map is also a tad too big for a single item anyway.
The procedural generation takes time and I couldn't find the time to load the next level behind the scenes (so as not to lag out when restarting the game, but was planning on doing that (time eh))
I was mainly focussed on creating a quick game, so the "art style" is simplistic, but it's good to hear you like the bloomy, spotlightly nature of the game as it stands.
I also noticed you found a bug in the procgen with a closed of room :(. Those are difficult to squash haha
Thanks for taking the time to play each game and thanks again for the critique!
Couldn't really find the painting, I probably just suck 😅 but I really love the concept! It appears you did some procedural generation too, neat stuff!
I also loved the torch adjustment concept! Reminds me a lot of Monaco:What's yours is mine
Awesome game, good job building this in Godot!
I haven't heart about Monaco, will take a look at it for sure!
But yeah, as soon as I added the tween for the flashlight range it felt so good to change it ;p
Great mechanics!
Loved the adjusting of the torch allowing me to zip past guards but then needing to flash it around to figure out where the painting was.
Great job!
Thanks!
I really like "double edged sword" mechanics in games (makes them appear to have way more depth than they actually have ;D), so I liked implementing my own in an unreasonably short ammount of time haha.
Thanks for playing
I had to put some "mysterious" music on in the background but this was a little fun gem, when are the races with this game going to start
Z
Thanks!
Yeah, I was thinking of implementing some footsteps at least, but since all the "characters" are just pill-meshes it felt a litle strange.
If I find the time I will squash some bugs, add some quality of life improvements and play a bit with the balancing, who knows I might even create art for the game some time
BRUH 10,10 I'd play this game post jam