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A jam submission

Stealth GameView game page

Submitted by jacobsmith3204
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Stealth Game's itch.io page

Results

CriteriaRankScore*Raw Score
Use of the Limitation#303.5283.700
Presentation#383.0513.200
Overall#452.6222.750
Concept#482.2882.400
Enjoyment#511.6211.700

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
2 people , jacobsmith3204 did the programing art and animation, JamesE helped with some of the level design, mechanic ideas, sound effects andmusic,

Software used
unity, graphics gale, blender,

Ice cream eaten
none

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Comments

Submitted(+1)

Presentation was definitely a high point.  I got stuck completing the first level a couple times after spawning I just couldn't move.  

This is a great concept to get across the visuals but as others have said the gameplay was a little lacking.  There's a lot of ways this could push forward to be better so keep at it and learn from the over scoping to be better next time around.

Submitted(+1)

Very cool looking (and the first I have played I think) low-res pixel art 3d engine! I really like how it looks; I hope you continue and really get the level design and game mechanics down because it seems like it could be really fun and I am always a sucker for stealth games.

Submitted

I didn't really understand the point of the game, so a story  or a main menu would be nice.  Tbh, the game doesn't really feel like a stealth game. The graphics look pretty cool though, but the screen jitters a lot when moving. This still was a fun experience, and I hope you continue to improve the game.

Developer(+1)

yea sorry about that i sort of over scoped... this is about half the stuff i wanted,  the proper levels got designed and made maybe 24 hours before the deadline so the last stretch was just getting them implemented and setup with the ai and stuff, as well as bug fixes and stuff.

the jittering was the low resolution combined with a smoother camera setup tracking the player. I'm yet to perfect a more stable approach but it makes the camera not feel like its attached to the player, so i kept it in. 

there was also a problem with the navmesh interfering with the raycasting causing the ai to not notice you.

Submitted

I kind of just sprinted through each level until I got to the end. I don't really know why throwing coins is important, because the guards didn't really seem to interact with them much. The controls are also kind of wonky, like they're rotated slightly. When I press right, the character drifts up, and when I press up, the character drifts right, etc.

Also, I saw a prompt to press E near a guard so I did, and then a guard sprite filled my screen and I couldn't do anything. The level never restarts, I can't press E or move, clicking doesn't do anything.

Developer

yea the worlds alligned to that direction so i made it so the player moves alligned to that direction. if one was to play with a controller i could see how that might be annoying but for the most part i thought it was fine. i guess thats one of the things you need playtesters for. 
ai isnt quite how i would like, sometimes there are issues with the raycasting hitting something before the player (i believe that issue is tied to the navMesh, so theres not much i can do about that without spending quite a bit of time on it) as well as i wanted to time the routes so that there is always a guard looking where the player had to move(turning it more into a puzzle game) , but that was something that had to be dropped due to time restraints. ranged weapons would have made it more difficult to just run through, and i wanted to add a key and lock system making it so you had to destract guards in order steal the key and get passed. 

the e next to the guard thing allows you to steal their purse to gain extra coins (click and drag it a certain distance away from its starting point (i never stated that anywhere, so sorry for that), and i didnt add a fail safe for when they walk away or a button to cancel it or anything.

this games probably not even half finished(even if the art looks great), sort of rushed to publish it by the deadline, but thanks for playing and leaving your thoughts.

Submitted

I was a little lost to be honest. I made it trough the first level (I think) but I had a hard time understandig what I had to do...

Submitted

I didn't understand what I had to do, but the presentation is indeed amazing.

Developer

thanks. yea sorry, i think i scoped it slightly to big. alot of the ai features are almost hidden since there is no animations or anything implemented to help the player understand which way they are facing or what state they are in.

Submitted

It's okay though, everyone can make mistakes!