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I kind of just sprinted through each level until I got to the end. I don't really know why throwing coins is important, because the guards didn't really seem to interact with them much. The controls are also kind of wonky, like they're rotated slightly. When I press right, the character drifts up, and when I press up, the character drifts right, etc.

Also, I saw a prompt to press E near a guard so I did, and then a guard sprite filled my screen and I couldn't do anything. The level never restarts, I can't press E or move, clicking doesn't do anything.

yea the worlds alligned to that direction so i made it so the player moves alligned to that direction. if one was to play with a controller i could see how that might be annoying but for the most part i thought it was fine. i guess thats one of the things you need playtesters for. 
ai isnt quite how i would like, sometimes there are issues with the raycasting hitting something before the player (i believe that issue is tied to the navMesh, so theres not much i can do about that without spending quite a bit of time on it) as well as i wanted to time the routes so that there is always a guard looking where the player had to move(turning it more into a puzzle game) , but that was something that had to be dropped due to time restraints. ranged weapons would have made it more difficult to just run through, and i wanted to add a key and lock system making it so you had to destract guards in order steal the key and get passed. 

the e next to the guard thing allows you to steal their purse to gain extra coins (click and drag it a certain distance away from its starting point (i never stated that anywhere, so sorry for that), and i didnt add a fail safe for when they walk away or a button to cancel it or anything.

this games probably not even half finished(even if the art looks great), sort of rushed to publish it by the deadline, but thanks for playing and leaving your thoughts.