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I enjoyed playing this!

There were tense moments waiting for guards to move, hoping you wouldn't get caught on the square you chose.

It was trial and error sometimes, I didn't think I'd make it if I was a tile away from a guard

A bit of trouble on the third level, had trouble timing the first guard and getting caught repeatedly but I eventually got it.

Sometimes got caught through the wall (third level, tried to hide inside the first hallway, but I ended up being too close to the exit hole of the hallway, I so I just backed up and waiting behind cover).

As a player, it feels like theres not a big margin of error when it comes to the correct path, or that there's not many choices I can make on where to move.

Nevertheless, great work!

thank you! I'm glad you enjoyed it :)

there was so much more i wanted to add - guards investigating, switches, traps - but alas the mechanics i went with took a long time for me to figure out. By the time the basics were working a week had already passed!

Even the third level was something i solved last minute. Light started as ray-casting, but it would go through walls. So I changed it to an algorithm that essentially "grows" a triangle, but gets blocked by obstacles. The trouble is when it grows along a diagonal, particularly the level 3 alleys, it leads to awkward detection.

The game in its current form is about optimizing for the correct path, but if i revisit development then i agree, adding more variety and solutions would vastly improve the interest and replay-ability.

All in all I appreciate the feedback, i had a lot of fun making this and I'm glad you had fun playing it!