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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.

(+1)

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.