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Andrew Kay

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A member registered Apr 20, 2020 · View creator page →

Creator of

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Thanks for playing! We’re planning to add more ways to distract and isolate NPCs soon.

There won’t be a downloadable executable to play offline, but the game will always be freely available to play here on itch.io (or somewhere else if itch stops hosting it).

Thanks for playing! True, there aren’t that many methods for killing or distracting. The stealthiest option is poisoning the food, which usually requires trespassing onto the grass to find poison, and disguising as either a guest or a guard to get into the dining hall. The easiest NPCs to single out are the groundskeepers, since they follow you anywhere on the grass but don’t get angry. Outdoor guards can sometimes be singled out because they stay on duty while the guests all go inside to eat.

We have some ideas for adding more variety to the gameplay which we hope to implement soon! Until then, just have in mind that Prim is a rookie who hasn’t mastered subtlety yet.

This bug should be fixed in the latest version (v1.2) ─ if the game does still look wrong, please let me know.

Thanks for playing - yes, it’s quite a difficult game! To answer your questions:

  • The player also has 8-way movement - controls are WASD QEZC. See the itch.io page for full keyboard controls; the next update will also add a settings menu where you can see and change the keybindings, but we’ll wait until the judging for the jam is complete before publishing any new features.
  • Most of the time you can either step around the guard diagonally, or wait for them to wake up and wander off if they don’t see you. Attacking often leaves you in a bad position, and that’s intentional, but there are a few situations where guards totally block you in with no recourse, which we’d like to fix in future updates.
  • Aira (the player character) crouches down to take cover if she is immediately behind an object or a wall, so a guard on the other side of the cover won’t see her even if the tile is in their vision cone. This is communicated to the player through her crouching sprite, but it would be good if we could indicate cover more clearly.

Thanks for getting back to me - we’ll look into it. Are any other sprites (enemies, walls, decor objects) also invisible, or just the player?

Invincible or invisible? Either way that’s definitely not supposed to happen. Please could you tell me what browser you’re using, including the version number?

I know there are some Firefox users who can’t play at all, but this seems to be a different issue which you’re the first person to report. The game works best on Google Chrome in our testing.

Thanks for your comments! We managed to get a lot done because it was a team effort.

The softlock is a known issue - we hope to address that (plus several other remaining issues) in another post-jam update.

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I was looking forward to this one because I saw some of the development streams! Seems neat, but it’s pretty difficult - I’ve been able to get to the inn a couple of times so far. The boat movement and docking works really nicely. I did have one situation where the beasties got on board my boat but then fell into the ocean as I sailed away - not sure if that’s intended but it was funny.

(On my first attempt I walked to the ocean instead of getting on the boat, but that didn’t count as a win. Apparently the journey on foot is not so personally fulfilling.)

I really like the visual style! Unfortunately I’m getting “call stack size exceeded” errors.

I have the same problem as Dalton.