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I feel like there's a good idea here. In the current version I wasn't really clear on what options I had available except just randomly walk around. I didn't really have a clue as to what cameras I had available, the lay-out of the levels or what the hider could do. I also feel like, if the hider's goal is to exit the level I could just go stand there and wait? But I'm not sure if he actually tries to reach it. More than once I kicked a box that was clearly moving, but it apperantly was not the right box, and I'm genuinely not sure why it was moving then and how I should have known.

Again, I think you had a good idea and I would be interested to see where it goes. It's just that in the current version it doesn't feel like the potential has been tapped yet.

Hi Thanks for the feedback! Yes unfortunately I only managed to properly fix the cameras post jam. Yes, technically so far you can pretty much wait by the exit and the Hider will come to you up to a point. I only managed to counteract this by having the target point spawn at a predetermined random location. That being said, I still need to work on making the AI more dynamic. Probably when I learn about behaviour trees I ll be able to tap into its full potential.

As for the boxes. I'd probably expand the tutorial level at some point to give more in depth info on the features. As I made 3 type of "Fake" boxes to trick the player into kicking them. A Normal Box, A Noise Box (sound of footsteps) and A Rumble Box.

Thank you for the feedback and for playing! Much appreciated!