I swear the second level is non-Euclidean because I tried it three times and got hopelessly lost every time. I'm not sure if that's the intended end of the game, but it does work well enough. It definitely has Stanley Parable vibes, intentionally or otherwise, in addition to 1984 and cyberpunk tones. The jumpscares are simple, but remarkably effective. Finally, I must say that for a first project in Godot, and for a one week jam no less, this is pretty impressive in scope.
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The second level isn’t non-euclidean (I have no idea how to go about doing that, especially when navmesh agents are involved) and there is an exit door (but, granted, I wasn’t entirely sure of an effective way of communicating the location of it to the player - all I’ll say on the matter for now is that it’s in a somewhat dangerous location to get to. I can give you some pointers on what to do if you want to actually experience the ending for yourself).
There is an actual ending to the game as well (but, again, I won’t spoil that either, as it’s best experienced completely blind).
The Stanley Parable vibes (along with the cyberpunk vibes) weren’t originally part of the plan (unlike the 1984 vibes, which were doubleplusintentioned), but I’d still say that I’m flattered by the comparisons :3
The jumpscares were kinda where I focused with the ‘excessive sound design’. I found myself trying to learn how to use audio filters and such and how to manipulate them programmatically (something I’ve never done before) to generate That Noise (which I initially considered using as like a ‘hyperfocusing on the task of placing the sticker without getting seen but brain feeling a bit overstimulated’ effect), and the voice lines of the Enforcers were all created by sentence-mixing some words I got Virety to say. I didn’t want to go too overboard on the jumpscares (as I wanted the game to still feel very grounded), so I’m glad to hear that the restraint paid off.
The scope of this project was initially going to be a bit larger, with more levels than the amount in the actual game 🙃 - however, I ultimately found myself opting to cut some content because I was struggling to come up with some more lore-friendly and (most importantly) actually engaging level designs which wouldn’t end up feeling like half-baked filler content. I was also planning to let the player design their stickers themselves, but, again, time constraints and not having any idea where to start with bodging that together.
But yeah thanks for playing, and thanks for the feedback :)