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ahoy. i played it for about 30mins without any major bugs. here are my thoughts:

>Main menu is excellent. the interactability is great.

>Settings option in main menu doesn't work? 

>ESC to open ingame menu works, but can't ESC to close it

>Tons of small details everywhere, adds a nice touch of life to the game. it's *immersive*

>Some button prompts are mirrored?

>No button prompt on rope, but there's one on almost everything else?

>Animations are solid

>Music/sound is great

>Camera. The camera is awful. This is especially noticeable when entering a new room. Put yourself in the shoes of a new and inexperienced player. He climbs the rope and enters the first castle room ever. The character plays the falling animation, and it takes the player 3-4 seconds before he can even have a small look around. This would make a poor thief- if anything a thief should be able to look first, jump in later! The player should know the layout first, before anything else happens. While that might not be good for gameplay purposes, I should be able to clearly look at my surroundings at the earliest possible moment. The fact the camera is angled as-is also adds unnecessary  wasted time to this. It leads to a feeling that I'm wasting a lot of time to accomplish something that should be simple in t his genre of games. I think the best solution would simply be putting the camera at eye level of the character, while still being behind it.  Perhaps right click could then take control of the camera to allow us to quickly look around. This problem becomes really obvious when entering the small dining room with the guard. By the time i even realize a guard might be there, it's too late!

>Controls are sometimes a bit confusing, but that's probably on me. Since you already have so much interactability, i'd say increase it and allow the player to get even more familiar with the controls before a mission. The first donut is a good example, more of this!

>Chest in the first castle room sometimes just doesn't want to talk to me?

>No "Are you sure" check on quitting/exiting to main menu. That coupled with the interactability of the main (out of game) menu will surely lead to someone messing around with the coins and accidentally press Quit Game

Silly bug

this is what happens if you dont try and sneak past sleepy boy - he sleepwalks at you!

As it is the world is great, the sound is great, the animations are great, but my window into seeing and experiencing the world is trying to get me not to experience it! As soon as the camera is changed, it will feel worlds better to play.

keep up the good work, and i hope to see you next DD! 

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That's some valuable feedback, i do not plan on making much more major changes to the camera but rather the design of the level to make the camera work a bit better, i felt having the camera lower takes away from the fact you're playing a small creature.
I can't quite tell from the feedback but there is zoomed camera that does put the camera at eye level allowing you to scout rooms beforehand.


I wanted to craft a game where you are not an experienced master of stealth, mishaps will happen you WILL get chased, that is exactly why the guards are very lenient with their catching, you will most likely get out of sticky situations even after being spotted BUT! I do want player who want to try be able to ghost it and that will require some level design and guard placement adjustments but getting spotted will never have a negative impact on your score, its all about that treasure!

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i understand now, i think i just came in with the wrong impression. your design decisions make much more sense now. best of luck, and i'll be sure to try again on your next submission

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I'm glad to hear that!