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(+1)

This was really fun! I loved that there was voice acting and that it was very much cue as to what was going on at the top. My eyes didn't have to keep jumping up, I just focused on the middle and counted on the audio cues to inform me who should be moving. That was great and allowed me to have a lot of fun instead of just being hopelessly overwhelmed.

I did feel like I couldn't get around raising the alert meter when the guards came up on the roof, even if I had the goon up there ready and waiting to punch them out. Not sure if that was to encourage me to go faster or if it was just a bug, but it felt a little unfair because there was nothing I could do to avoid that alert increase or to decrease it.

But I love this concept and it's one of the best implementation of controlling multiple characters that I've seen in the jam so far!

(+1)

I appreciate the feedback! Well, the guard causing the alert to go up was intentional. I wanted some amount of inevitable alert raising, but the thing I didn't make very obvious was that whenever the hacker is at the computer the alert level will go down. I suppose maybe I should make some way to play well enough that you can avoid the guard's alerts.

(+1)

Ah, that makes sense! I employed a strategy where the hacker was basically always at the ropes except when passing a camera because the other guy needed to punch so many guards. I saw the alert level drop a bit when grabbing the diamond (when the hacker was not at the ropes) and I thought the alert was resetting from getting the diamond, not from the hacker.

So maybe just making it clear that the hacker is lowering the alert level could solve the issue which would also have the player use a more interesting strategy than mine lol