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(1 edit) (+1)

Thank you! :)

I made the first level, first of course, so it was what I was using to show people what the game was about when it was still a prototype, so it just got stronger with each person I showed. lol.

As for an indicator for the amount of clicks til you steal something, I'm thinking about maybe a higher pitch jiggle sound as you get closer, or maybe starting on a lower pitch. I'll figure something out, thats a good call, a lot of people got confused with the bigger statues taking so long to steal.

(+1)

Ahh, great to have been able to iterate on it that much :D . It shows.

Yeah that'd be a nice solution too. It makes 'sense' but more feedback when interacting would really help solidify the idea faster.
With the pitch you could possibly have the same end point but different start point based on the item. For example (don't know your values) to steal a small painting you need to reduce 5 to 0, so the pitch starts offset by multiplier of 5, changing until 0. And the larger statues need to be reduced from 15 to 0, so they're offset by 15 (that'd naturally sound heavier also) slowly coming down to an offset of 0. Then you can immediately hear the difference, while having the same final pitch become familiar and anticipated.

(+1)

Yup, exactly what I was thinking.

And that would definitely make the statue feel like a heavy statue and the smaller stuff actually feel lighter.
I think I like it, will have to add it to the pile of things to tweak if I go back to edit it. :)