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A jam submission

Shadow HeistView game page

Submitted by deejkstra — 5 hours, 58 minutes before the deadline
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Shadow Heist's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#103.6923.692
Quality#133.7693.769
Audio#163.5383.538
Gameplay#173.4623.462
How Fun#203.3083.308
Theme / Limitation(s)#213.6153.615

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Rule of Three Limitation used?

Yes

At least one rule have applied

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Comments

Submitted(+1)

I feel like turn base games are so underrated xD. Quite a fun game, i loved the trial and error learning curve of the game and the tense atmosphere it creates.


There are some detection issues: 

  • I was once detected through a wall
  • In Lvl 2 i was for sure in the detection range of the enemy, but it failed to do so. (pic for reference)
  • There is a bug where the game gets stuck as the Enemy turns/rotates into the Player.
    The Player blocks the enemy's path, the enemy fails to detect the Player but the enemy collides with it and it is stuck in a walking state.

Developer

Agreed turn-based games are way underrated, I'm glad you enjoyed it!

Also thank you for reporting the bugs and how you found them. I mentioned in an other comment how I overhauled light late in the game .. so I'm sure there are still a bunch of bugs left to find!

Submitted(+1)

Neat little idea! I never quite knew what to expect from the guards, and this made the playing experience tense and challenging. The levels are also short enough to not feel frustrating even if you get caught. Well done! You might want to add a cover image though? 

Submitted(+1)

I liked it. Very original idea.

Submitted(+2)

this game fundamentally is very complex, and I really enjoy playing it, I am really curious on how you code the game logics :O

Submitted

Me, too!

Developer

I'm glad you had fun!!

If I have time I'll publish my code and a write-up about how it works, but for now I can share what helped me to get started:

https://github.com/GDQuest/godot-2d-tactical-rpg-movement

https://github.com/ramaureirac/godot-tactical-rpg

Submitted(+2)

I enjoyed playing this!

There were tense moments waiting for guards to move, hoping you wouldn't get caught on the square you chose.

It was trial and error sometimes, I didn't think I'd make it if I was a tile away from a guard

A bit of trouble on the third level, had trouble timing the first guard and getting caught repeatedly but I eventually got it.

Sometimes got caught through the wall (third level, tried to hide inside the first hallway, but I ended up being too close to the exit hole of the hallway, I so I just backed up and waiting behind cover).

As a player, it feels like theres not a big margin of error when it comes to the correct path, or that there's not many choices I can make on where to move.

Nevertheless, great work!

Developer

thank you! I'm glad you enjoyed it :)

there was so much more i wanted to add - guards investigating, switches, traps - but alas the mechanics i went with took a long time for me to figure out. By the time the basics were working a week had already passed!

Even the third level was something i solved last minute. Light started as ray-casting, but it would go through walls. So I changed it to an algorithm that essentially "grows" a triangle, but gets blocked by obstacles. The trouble is when it grows along a diagonal, particularly the level 3 alleys, it leads to awkward detection.

The game in its current form is about optimizing for the correct path, but if i revisit development then i agree, adding more variety and solutions would vastly improve the interest and replay-ability.

All in all I appreciate the feedback, i had a lot of fun making this and I'm glad you had fun playing it!

Submitted(+1)

good work.