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This was definitely an interesting concept, though definitely a bit weird, but like I said interesting.  It does have some satisfying speedrun possibility though which is nice.  I do have to though it did seem like either there was a bug, or just weird input handling when stealing certain props quite a lot.  

Where it wouldn't trigger sometimes, which lead to a lot of little props needing quite a bit of precision clicking, which in, at least what seems to be a sort of "strategy" speedrun game is a little iffy in my opinion.  

Though it does make a bit of sens when you take into account the fact that there does not seem to be a limit on how far you can grab things.  If it wasn't intended though Ii do feel like a good thing to do if it was fixed would be to also put some sort of limit on how far you can grab items.  Whether that is based on the item or just general distance etc., I do think it would help.

That way it eliminates standing in one spot sniping all the items, but also makes it so that it's easier for people moving throughout to actually be able to grab certain items.


I may be completely wrong and this is just an intended effect with the red X that pops up when you miss something, which if so, makes a bit of sense but wasn't entirely clear to me.  Especially since I would generally still be quite close to the item and still get a red X


Overall though, definitely a nice little experience of what it's like to be a burglar.  Though I do feel like there's a lot of darkness and masks missing.  Tho maybe they're the burglars from Home Alone 3, who figured out that everyone isn't home during the day.  One other thing I do think was a bug that I ran into was the fact that level 2 seems to be unbeatable, due to the fact that the exits don't work.  Unless there's another one somewhere.

Thanks man! I appreciate the feedback a lot.

There was indeed a bug with some props not being able to be selected. The prop selection goes off the objects collider, resulting in little objects being harder to select, if I had more time then I would of switched the system as it only gets one collider rather than every collider so this f**ked the system a bit, especially in smaller objects. I still haven't figured why some colliders wouldn't be selected, like the keyboard can't be selected even though it has the same scripts as other selectable object.

I really like the idea of a distance system, a system like that didn't even cross my mind while in development and I think that would help on speed running side as you would have to explore every room. 

The red X pop-up was intended, I should of put that in the how to play to make it clearer. Additionally, you can turn it off in the settings. If I remember correctly, it was a toggle called Show Error Image. That enables or disables the red X.

Overall, thanks for the feedback. It was really helpful!