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This is a top contender! Making backstabs a costly maneuver means that careful planning is required in certain instances, and if it's not clear immediately, it quickly becomes clear what needs to be done to progress. Checkpoints are laid out in a way where mistakes do not overly frustrate the experience, either!

While it's not breaking new ground, this is a solid testament to good game design. You guys are in contention for top prize! Be proud of what you made here!

But you know what that means....in January, you'll be held to an even higher standard!

One other thing, there was a Navigation Agent quirk: I managed to escape a creature that I aggro'd, who got caught on the walls trying to get back to his spot. Not exactly game-breaking, but it's important to know that Navigation Agent is not a smart tool.

Hey thanks for the comments. Hoping to join again in January as this was a great jam to participate in. The length felt just right to get something small made in time to a standard we were happy with. 

Thanks also for the tip with the navigation agent, am still early in learning godot so was having to learn a bunch of these systems on the fly whilst we were making this.