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TheifRun's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Most creative | #11 | 3.500 | 3.500 |
| Best designed | #13 | 3.000 | 3.000 |
| Overall | #13 | 3.250 | 3.250 |
| Most fun | #14 | 3.250 | 3.250 |
| Overall Rating | #14 | 3.250 | 3.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is a really nice concept. It's quite fun. It might help to raise the camera a bit, making it a top-down, or either allowing the player and camera to turn. It was a little difficult to see the guards and area around me. For some reason I wasn't able to punch the guards. It may be an animation constraint issue if you're attack conditions don't allow for movement.
And I know time was an issue for all of us, so we had to prioritize certain things (I certainly did with my level design/animations/etc). But if you decide to do anything more with this, it would be cool to have an inside level where the thief actually makes it into the castle.
I like the concept of the game. It would be easier for people to understand the game if it were shorter. Include more of the story in the game instead of in the menu. Suggest fixing the camera view. A top-down view of the area would allow people to see the guards and the loot more easily or using a first-person view would help avoid the animation issues. Overall,enjoy the look of the game and the concept behind it.
Solid concept, and I'm personally a sucker for third person games with parkour/climbable. That said, I would love to have more control over the camera, and the ability to rotate the player character. Polishing the animations would also help the overall feel of the game. I also did find myself climbing up the knights on a few occasions while trying to fight them. I like the concept; it just needs some polish to become great.
I think your theme is nice and simple. The black text on a red background is a little difficult to read. I would've liked to move my camera around so I can see the enemies that were behind me. I also think the enemy patrol path is a little weird. I would also suggest making it possible to attack while moving so the player doesn't have to stop while walking. Some enemies also get stuck on the buildings. I would've liked some more direction on where I was supposed to go or what the item I was supposed to be looking for looked like.
After playing Thief Run, here are my thoughts:
The game's concept seems enjoyable - a stealth-based game with a short narrative to provide some backstory. During my playing, I found myself really wanting control over the camera. Since it is a third-person game, camera control is very important. I was also able to scale on top of enemies, like I was climbing them. Perhaps adding a separate layer and then marking the appropriate prefabs as 'isClimbale' could have prevented this.