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Cool concept, I Think the overall vibes and direction of this entry check out. The environments themselves look neat and I think the indicators of detection are clear. I wish there was a choice where I could sprint or move a little faster through a level. Adding an additional indicator when you are able to climb the rope or to assassinate a target could help with giving feedback to the player. Also, making that area wider so it's easier to attach to it. An additional rope climb animation would also help distinguish when you are climbing.
I think the hardest part about stealth games is the level design. First few levels I think wer pretty good.  You have some obvious routes you need to take along the boxes while avoiding enemies. Then there was a level (4?) where you needed to cross some beams up top. As the player you can't see the gap in the beam when crossing so you just fall unexpectedly. This was frustrating as there was no way to know. So a little cleanup in on where gaps are visually within your environments can go a long way. 

Overall I think the idea was clear, and it's headed in the right direction. Just more time spent on the core controller and player UX will really help.

Good job!

(+1)

Thank you for your feedback! I really appreciate it. I wanted to add a sprint or run button but I was worried that would lead to players then running either straight to the boss or when detected, easily escape from the enemies. Something to test with for sure.

UX is a work in progress and I completely agree about an indicator giving players feedback on when they can climb or assassinate a target.  I had these things planned but unfortunately ran out of time. I did not think about making the area wider though, that would be a very smart decision. I often found myself trying to find the 'exact' spot the rope was so I could climb it. My wife's playtesting had the same result.

Level 4 was a tough decision choice. I wanted to try and make a level that was more immersive and somewhat reminiscent of a Splinter Cell game, climbing up a building with multiple floors. I agree with the gaps in the beams and I am already trying to find ways to identify where the gaps are. Especially the first gap you come across, that one seems very hard to spot.

Thanks again for your feedback and thoughts on the game!