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A jam submission

InfiltrationView game page

Search for a Star 2019 Submission - Scott Leatherbarrow
Submitted by ScottLeatherbarrow — 4 hours, 1 minute before the deadline
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Infiltration's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#24.1884.188
Creativity#24.5004.500
Features#24.5004.500
Gameplay#34.2504.250
UI & UX#83.5003.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Amazing job, very well made and super polished.

    Cheers

  • This could be a fantastic game, however it is way to hard. I played for around half an hour and couldn't get through level 1.

    The main struggle I had was fighting with the controls, in my opinion the game would be better using a "twin stick" approach of WASD moving relative to the camera as opposed to the players direction.

    A very very strong entry however.

  • I found it quite hard to find anything much that needed improving. I did spot a couple of small bugs that would emerge with longer testing; I think I saw one AI step through a wall, and I found if I was creeping behind an AI they could sometimes turn around at the end of their path and not see me. The one tip I do have is the sneak control button - you sneak most of the time and having my little finger permanently on the shift key resulted in cramp after a while, better to maybe toggle sneak./run.  The AI were really good though, nicely balanced so that after I learnt how the game worked I never felt overwhelmed or hard done by, if I died, it was always by my own mistake. And when I did make a sound and they hunted me, I particularly liked the way I could hide and they would give up and go back to patrol. Oh, one UI thing, I would have liked to have seen the keys I had collected on the status UI - would have avoided me walking past a door when I hadn't realised I already had the key, opening it, and standing there like a lemon while getting shot. Overall, great effort!

    Simon Tomlinson, Independent Consultant.

  • Nice visual style.  AI is a good start, could benefit from reacting to doors opening in their LoS, seem to get a bit confused when the player is in melee range, allowing the player to point themselves in the right direction and take them out.  Player's stealth speed being faster than regular AI movement feels like it may be too powerful, perhaps making the range of non-stealth sound smaller and visualising it would help.  There are some areas that would benefit from polish - the gun VFX bug from the base project is still present, death anims are a little clunky, the pre-level camera pan needs a skip option, the front walls can make it quite hard to spot the AI walking left/right in that part of the level as only the head is visible, perhaps some sort of translucency based solution?  The controls take a while to get used to and I still found myself getting confused in the heat of the moment.  Would recommend using fixed-orientation controls - i.e. W is always up and just let the mouse orient where the player is looking, otherwise change the camera to follow the player.  But some excellent aspects and overall some good work, well done.

Challenge Tier

Search For A Star

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Comments

(+1)

This looks great! love how you can distract by throwing items!