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(+2)

Very good Jam entry with a strong, clear and consistent art direction. Everything inside the game fits its visual theme, from the colours, to character design, shadows, movement patterns, fonts, etc. Definitely a rarer thing with the shorter Game Jams.

Music is on point, matches the feel of the game and its gameplay, as well as synchronises with the opening cutscene, which is a nice touch. Sound design is apt, used when appropriate and with a nice classic-like alert stinger.

Programmers did their job well because they are invisible in the final product. Such is their life, being directly noticed by the end user only when something breaks. The whole game runs smooth, without any noticeable problems.

The main weakness is the shortness of the game. Most of its mechanics are only explored on the surface level, with one or two examples of their use. If you do not make it your goal, you'll only make a guard slip and fall once, you'll bait a dog once, you'll use your box-invisibility a few times or even none at all. It is expected of a Game Jam game, but leaves wanting more.

Teaching the player mechanics is mostly done non-directly. While there are two tutorial screens at the start, they mostly give you the controls. You'll need to learn how to flip signs to progress and then you are on your own. You'll figure out how the velvet rope and stanchions work probably by walking under them, you'll get that dogs react to some actions by flipping the second sign and seeing the nearest dog move, etc.

The functional level design raises some question marks, but mostly because it is the only level and thus invites higher scrutiny. It's perfectly serviceable.

All in all, seems like one of the best entries in this Jam.

Bugs

Colouring-in the suspicion meter breaks (breaches its question/exclamation mark containment) when the X-Ray machine is in its background.

The guard sprite has a few pixels floating above his cap.

Nitpicks

When the game ends, I am forever stuck on the ending credits, without any option to restart or exit. Of course, alt-tabbing and closing the window works, but an addition of an 'EXIT' button would be nice.

The shadow on the pavement in the opening scene should be moving together with the rest of the background, methinks.

Baggage on the conveyor belt should probably be displayed under the player character (so we are 'walking over them').

Conveyor belts do not move the character automatically :(

Thank you for playing our game and for your detailed review! We did want to make the game a little longer to explore the mechanics more and like you noted, there are some visual bugs and missing polish like the conveyor belts moving you automatically, we unfortunately ran out of time to smooth those rough edges. But I'm glad you enjoyed it and played it paying such close attention to all the details!