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Routine Patrol's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay/Design | #35 | 3.000 | 3.000 |
Overall | #55 | 2.542 | 2.542 |
Fun | #57 | 2.667 | 2.667 |
Audio | #60 | 2.167 | 2.167 |
Graphics | #64 | 2.333 | 2.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
Quite literally everything. It is currently a prototype, but I think the concept may have legs to become a real game with a lot more work. I'd really like to know whether the concept itself is interesting enough to pursue and if there are suggestions on how to improve the implementation of any of the mechanics. (I think it's self-evident that there's room for improvement here)
What did you update?
I specifically added the Intruder as well as a first pass at several of the mechanics related to that.
On the minor side, I also added a "swoosh" sound effect when the camera pans to something interesting, and I made the spill in the lab brighter.
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Comments
I've reported flickering light, alchemy goo and some sneaky sus boi wandering in,lol, after that - game just stopped.
Also, i could not figure out win/lose conditions.
Ok ,so idea is definitely here - would be cool to guard the perimeter, maybe fix security equipment (cameras, lights, proximity sensors).
But, I think, it desperately needs more fleshing out. For example, have a macguffin on the map that sus bois are trying to steal, make it 2 or 3 so the player can't just sit there - and there you have win/lose conditions.
A very interesting take on the stealth genre, never seen an "anti-stealth" game before but now I'm definitely hoping for more.
Overall there's definitely something here should it be more fleshed out, however at the moment it's clearly just a prototype. Seems to be rather lacking in direction. I also noticed the "Reports" section but was unsure as to how to do that, also someone in the comments mentioned a flashlight I was also unable to figure out. A short tutorial would benefit this game very well.
Yes, I think you’re quite right about the tutorial. There was a lot more written material for the jam that I originally wrote this for that was part of the evaluation, so I didn’t get a lot of feedback from players about being confused on what to do. In this jam there would be no reason to read it, so I think this revealed a weakness that wasn’t obvious to me.
I think I’m going to add another update where this is explained in the game up front before I try to take it anywhere more ambitious.
Thank you for the feedback!
The game is a prototype so that's what it is, until the development is pushed further. As an idea, I kind of like it. I had the same perception as other user regarding not knowing what to do. It was easy to go around the map, but the goal was not clear and you just went moving around with no target.
However, I think that if you are supposed to either sneak in, or capture spies, the idea is good and I would like to play a game like that in the future. At the moment it is needed at least an introduction tutorial with some instructions.
I agree with you about the need for a tutorial. I think I’m going to make that the focus of my next release, whenever I get around to it.
The idea is supposed to be that you’re supposed to catch people who are trying to sneak in. Imagine Metal Gear Solid, but you’re one of the dopey soldiers walking around in circles instead of Solid Snake.
Thank you for the feedback!
Navigating the environment was fun and easy. I liked running around and touching the targets. Unfortunately I had no idea what I was supposed to be doing. Since the targets changed colors when hit I just wandered until I found them all but was confused why they went back to red. Then I randomly bumped into the intruder and some dialogue kept popping up saying I finished my third round after that.
It's hard for me to understand what the actual gameplay is supposed to be. It's described as anti-stealth gameplay but I'm not sure I feel that when playing. It seems that the objective is to walk to checkpoints and find an intruder. "Anti-stealth" is an interesting tagline so I'd love to see more emphasis placed on that concept. To me it felt a bit too random for now.
Should it matter that I touch the lights? Maybe if it's anti-stealth you have to stay within the lights and out of bushes. That tagline and the game has me thinking quite a bit which I think is a good sign but the gameplay itself felt more random than compelling. I'd be curious to see more of this game with clearer objectives and more emphasis on anti-stealth.
Thank you for this feedback. Pretty much everyone who reviewed the game for this jam were similarly confused, so I think I’ll be adding a short tutorial up front in the next release.
I’m going to contemplate your thoughts about “anti-stealth” a bit more. It’s honestly a term I made up, because I imagined it would play as the opposite of something like Metal Gear Solid; e.g. instead of being an intruder sneaking past guards, you’re a guard who is supposed to catch an intruder.
The level itself is very haphazard because I was trying to invent stuff to fit this theme during the jam, and opted for whatever I could bash together out of free assets. It was probably a little bit too ambitious for my first jam game? I already have some thoughts on how to make it more coherent and therefore make more sense, but I think I’ll keep what you said in mind also.
Interesting idea, looks really promising (it's cool that you have a plan for final version). Controls are smooth, comfortable to play.
It was kind of difficult to understand what to do at first, but I got the idea of patrol by rounds and catching the intruder. Also I've found a flashlight, but only after I read comment on the game page. And I didn't understand what to do with events (when camera moves on interesting objects). I guess there are more controls than I've found) It would be nice to have the list of controls somethere.
Even with simple graphics it's atmospheric. Wish you luck and waiting for updates)
So, if you left click while something “interesting” is lit by the flashlight, the player’s character will make a radio report about it to “Control.”
You can make reports about:
I think you and other people who rated the game so far have made it clear that I need to include more tutorial type material in the game itself. It was kind of OK for the first jam where I made this that everything was in documents, because everyone who participated in that one was kind of expecting it. I think I’m going to do that in my next release (which will probably be sometime in October).
Thank you for the feedback!