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What I ment is, it feels more like I'm solving a classic Puzzle with what Item to take where and how to use them, while avoiding some Guards, instead of the other Way around, where I'm trying to move through a Level unseen while solving some Puzzles. 

Hence it feeling more like a Puzzlegame with Stealth Elements, rather then a StealthGame with Puzzle elements. It's less about which Route I actually take movement-wise, and more about how and in which order I use the Items themselves. with pretty constant back and forth through the same Areas, but that might've also just been due to me messing up using the Sack properly.

Not that this is bad in any Way, I personally think it fits your cute Artstyle better then an actual StealthGame, if you focus more on the Puzzle side like it is currently. Gives it a more lighthearted Tone, which just fits this.

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Yeah that was the idea! Though the guards will get a bit smarter and you will need to look out my idea was more akin to thief, where you solve puzzles going through the level while thief has more of an immersive sim vibe to it i wanted to take a more cartoony approach hence why the adventure and puzzles take a a bit more precedence then the stealth mechanic . I did design it so backtracking is generally minimal and when using the sack you could already have the quest items needed for the rogue with you so no backtracking necessary at all.

Further levels will have more mechanics, like disguises, staying in the light and lighting up areas etc. Plans are there once the core mechanics are polished and working.