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(+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.