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(+1)

Hey, this is the first time i have managed to beat one of your games and it was a fun ride!

Patrolin guards made a big difference for me, this way i  had kind of a relationship with some of them. ( There was one pesky one in the 9th level that was always guarding the front gate :D )

The leap mechanic was very interesting as it made me feel quite powerfull, maybe a bit too much? It made me more daring, as i felt that i could always escape the gards as long, as spamming the leap key would make me move double their speed and even leap "through" them. I think this has its pros and cons as on hand it made the experience feel more managable and helped me push through to the end on the other hand it took away some strategic / stealth elements. Maybe a cooldown timer for the leap would help? So that you have to save it and use it in the right moments for some spectacular jump back to safety.

Anyway, cool game!

(+1)

Thanks! Glad you enjoyed it. Damien pushed to have patrols. It does let you observe, form a plan, and then try to execute the plan.

The other big design challenge I set myself this time around was to go from eight-way movement to four-way movement. When I've tested games on people, quite a few are not familiar with eight-way movement and it's also hard to do on some keyboards. The dash is kind of the opposite of the corner-cutting that my eight-way-movement versions have had: dash gives you an advantage in open space, while corner-cutting gives you an advantage in tight spaces. I'm not sure I've really come to grips with all the implications yet. I liked how it cut down on the overall keystroke count for completing a level; it feels like you want to do it all the time. I did try out a stamina model but I tend to think of stamina meters as "fun meters" that make you stop having fun periodically. I will probably keep experimenting with that though to see if I can find a good balance.

Nice game! I enjoyed this.  It took me a long while to realize I can leap anywhere, not just through doors/windows, and after that leaping did kind of feel like "god mode".  But I think leaping is an interesting balance choice instead of diagonal movement which hasn't been explored much.

(+2)

I don't think the leap removes any strategic / stealth elements. With the new light mechanic + less places to hide, to me the game is harder than the previous versions, which I like. So I think the leap is a nice addition. Does it need a cooldown? That's a good question. I need to play more, I haven't finished a run yet, maybe when I do I'll have an answer.