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(+1)

Heyho! Thanks for playing. I agree about the full screen point - was kind of a case of leaving it at the default screen size for too long until it might have broken something to change and I just wanted to sleeeep. But I agree, should have changed screen size from the get go. Thanks for noticing, we did indeed increase the hitbox size of the prisoners as well as allowed a few frames of wiggle room if the player clicked to the side of a prisoner and then dragged their mouse onto the prisoner to correct. But yeah, bigger screen size would have been a good thing.


On the points of improoooovement,

  • In terms of draggable guards, they are :) though I wish that they guards felt punchier. Making the decision to avoid messing with pathing in 48 hours limited the design space a little - one of the things that an iterated on version would have to implement.
  • We agreed that it should have some manner of additional failstate, but were running low on oomph to do something complex. We debated adding a simple time limit, but felt that that might have frustrated more than helped and decided to leave it sans fail state.
  • True! That'd be super sweet. Though, I feel that bigger levels would require more mechanics to make the gameplay a little more diverse. I'm not sure bigger would have been better without some more diversity in the content that we *super* didn't have the oomph to put in. Still, I agree that it's where we'd go if we iterated on the idea.