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(+1)

Once again, the thumbnail drew me in, but I really love stealth games and that’s what kept my attention.

Some technical notes:

  • The Linux version doesn’t seem to work, I just get a black screen. I ended up just running the Windows version with umu-launcher

  • I used to be the one getting this feedback, now I can finally give it: You need a gamma slider, I didn’t even see the hedge-maze at first and was wandering around bumping into stuff everywhere. To the point where I thought the level was actually a linear progression and not a sandbox, I just couldn’t see the other ways to go.

  • Echoing what others have said, the restricted camera makes sense but for the sake of the actual game it would be very useful to have a way to do mouselook, pun intended.

  • I know I’m not playing it right, but I wasn’t really interested in the “quests”. Is there more story beyond the initial text of the MC owing money?

  • Independent of the gooner parts, I actually dig the anime character design, the MC’s hair and face really nail the “mousy” look. I’m used to having diffuse textures do all the heavy lifting in my game while here you can get away mostly with lighting and a toon shader.

Considering the uh… intended playstyle, I’m probably not part of the intended audience, but it still works as just a low-stakes stealth game.

(1 edit)

Played a bit more and had some more thoughts:

  • The camera tilts slightly when you’re strafing which threw off my aim while walking around the tops of the hedges.

  • Considering it isn’t being used anyway, you should hide the mouse cursor when not in a menu.

  • I like the subtle circle showing how loud you are, I was disappointed the reverb kicking in didn’t seem to make the radius wider.

  • You really need sound occlusion, not only can you not tell if a spurdo guard is behind a wall, you can’t tell if he’s even on the same floor as you.

  • Easing the interaction prompt around makes sense when moving between things close together, but when it shoots in from far away it looks a bit weird.

  • Would be nice if you could grab onto a ledge as you drop down, there doesn’t seem to be fall damage but it still feels wrong to just leap down.

  • It’s obviously not going to matter on release, but the final call-to-action slide bugged out and I couldn’t click on it to close it.