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(1 edit) (+1)

High ratings accross the board from me. The concept is precious, the execution is solid, and the hats are tip top. 


I was a big fan of your occlusion tech for going between floors (teach me your secrets!) but I did find it occasionally difficult to tell which elements belonged to which floor, because of it. Same goes for sight cones, passing through walls, making me unsure if I was going to get spotted or not. 

It's also just a fast game. Maybe a little too fast for my more plodding, methodical style of stealth, but I'm willing to chalk that up to preference. Well done! I hope this game gets the attention it deserves.

(+1)

Thank you! I'm glad you like it! If you're still interested in the occlusion, it has two parts: first, each wall/floor/prop compares it's y-value to yours. If it's above you, it's always hidden (with the exception of some exterior walls). The second part, for walls only, uses triggers to determine which room you're in. Each wall is assigned to a trigger volume, and if the player is inside, the wall is hidden.

*scribbles notes furiously*