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Punishingly difficult stealth game with a neat concept, without direct control of the player and that same indirect control mirrored with the guards, but a lack of feedback from actions made things feel too random and awkward.
-My favorite part was the way you're captured in a cage, makes that failure state feel very sharp.
-However because failure feels so out of your control, that sharp ending felt too punishing, instead of engaging.
I think a lot more feedback needed to be given to the player. What range/where can a guard see a coin to be distracted by (I tried experimenting with them a lot but just couldn't get anything that felt consistent, and sometimes I was sure they just ignored it. If they indicated they were/were not following the path of a coin that would have helped at least).
And to have your player be tracking the same coins as the ones you're placing for the guard seemingly, to have them also without any indication just start moving if they haven't been following coins around them, it added up to an awkward immeasurable balancing act. I'm impressed by anyone that even made it through the first level.
It could be fun to play even with a similar level of difficulty, but for that difficulty I think the player needs to have far more information and feedback to work with while playing.

(+1)

Yeah vision cones are something we are working on right now to try and help players with a better understanding of the limits that the guards and player has. Thanks for playing however, hopefully when this jam is done you'll be open to checking out the updated version that we plan to have.