I really liked this idea! Controlling the flashlight length, having to avoid the guards, be wary of your light and positioning, whilst also trying to find the elusive blue item was a good challenge. Visuals were great, despite being grey mostly, the small use of light and red/blue made it feel like it was intentional style. I found the blue item once, when it was right in the first room I started in. I was struggling to find it the other times, I wonder if it would be more rewarding to the player if you had to find 3 items, and you ensure one of the items was near so that the player understood the objective early on.
Thanks for submitting to the Honest Jam <3
Viewing post in A Heist at the Museum jam comments
Hi, I just checked out your let's play of my game. Thanks for the kind words!
Thanks for your feedback as well. Especially the tween of the rotation of the guards seemed annoying as you don't quite get a heads up when they will turn arround. I did implement a tween, but I guess I set the duration too low when building and submitting, because it's really unfair.
I agree that it might be more rewarding to find multiple pieces of art, with one spawning relatively close by. In the game I implemented it the lazy way (saving all the art to a list when proc-genning, shuffling the list and placing the art at the first entry). Watching you play it, perhaps the map is also a tad too big for a single item anyway.
The procedural generation takes time and I couldn't find the time to load the next level behind the scenes (so as not to lag out when restarting the game, but was planning on doing that (time eh))
I was mainly focussed on creating a quick game, so the "art style" is simplistic, but it's good to hear you like the bloomy, spotlightly nature of the game as it stands.
I also noticed you found a bug in the procgen with a closed of room :(. Those are difficult to squash haha
Thanks for taking the time to play each game and thanks again for the critique!