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(+2)

Phenomenal idea. 

Well executed, clearly presented and hook is obvious immediately.

Could be expanded upon to work as a commercial game, if you ask me.

Some specific feedback:

- It would have been nicer if the levels don't start immediately but after a "start" button so the player has some time to orient themself, but arguably that's polish nitpicking.

- The thief was still a little too hard to see on cameras in my opinion.

- I expected the guards to follow a path I would draw for them, not the shortest path available between them and my cursor. I don't know if that's a design decision or consequence of programming limitations. I think if you decide to take this game anywhere in future the appeal would lie in the puzzle aspect, and for me that would work best if I can draw little routes for my guys to patrol. (If that makes it too easy, perhaps they can be distracted by sound, too.)

(+1)

Thanks for the thoughts! Yeah, agree with all of your points! I think if we get back to this we'd do all of those things. The pathing thing was purely a time thing. Easier to ask A* for a path than deal with all the edge cases of drawing. But I agree, being able to creatively draw paths would be better. At least... I think?

There's a lot of potential for a setup phase. Kinda thinking it shouldn't even be timed... Maybe you can even place the cameras too. You just get a pile of guards, cameras (and other implements) and do your best to secure the facility ahead of the eventual breakin.

It's been a fun game to work on and we're glad you liked it!