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Hey, thanks so much for checking it out! We had a lot of fun with the style and really tried to stick with it throughout. I think that we ended up with a really cool foundation and just didn't give enough time to polish and thoroughly playtest, but we would like to revisit and patch this up once the jam is over. First on the list of overhauls is the camouflage system, because yeah as you said it doesn't really work. We were using a pretty cool setup that checked the UVs of the object the enemy is looking at and checked if it was on the left or right side of the texture to decide if it was a white or black surface, which meant we had to set up the UVs and textures in a very specific way for the levels and objects in the level.  
Unfortunately there is a build specific error that doesn't show up in the first section but does in the others oddly enough, so we did not catch it in time. Next would be a lot of the AI behavior, as they certainly need some more tweaking. That was one piece of feedback we got a lot during what playtesting we did do was that the AI was too aggressive and powerful. We tried to tone it back without making it too easy and we did not go far enough, they still are not quite at a point where they are fun to sneak around unfortunately. And yeah, the bugs are rough, but totally fixable thankfully. I think if we gave it another week we could iron out all the existing bugs and tweak it to be in an overall better state, then with even more time we could make more levels, more traps, more enemy variants with new behaviors, etc. I'm glad the continuous level idea worked well too, it was mostly made to avoid needing to make any sort of save/ scene transfer system to be totally honest but I do think it works quite well. I think making the guards routes more dynamic and have them walk between level chunks could be quite interesting later too. Thanks so much!