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A jam submission

SPY/CELLView game page

//NSFW CONTENT WATCH OUT// 2.5D stealth game
Submitted by LiteralWhoDev — 1 day, 19 hours before the deadline
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SPY/CELL's itch.io page

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Comments

Submitted(+1)

please make the cutscenes skippable, this makes it really hard to play through multiple times.
also add a restart button in the pause menu
some of the cars had the "plant tracker" collision working in some places and some in others. it felt a bit inconsistent
the vr training seems pretty cool
melee combat seems pretty overpowered. you can just run up to people and beat the living shit out of them, I AM THE MASTER OF STEALTH. 
u is a somewhat unintuitive keybind for the mission objectives

Developer(+2)

Thanks for playing!!

I don't think I'll make whole cutscenes skippable , but I'll definitely add auto-saves to the tutorial after the first scene and once the player gets to the campus as well. you can hold CTRL to skip text though

Also, you just gave me an idea for melee combat

Submitted(+1)

Was expecting something a bit more sandbox-y from the bit of this I've seen. The story and missions were a pleasant surprise!  

Immediately jumped on the desk and through a ceiling into another room, then out the wall and died, which led to a lot of clicking to get back through the intro, lol. 

Some handholding for the lockpicking would be good (I see that's already on your todo)

Saving the game for the first time kindof troublesome but I've seen worse

The VR missions were pretty cool. Sprinted straight through the sight range lab at one point for an easy S. The diving jump is very entertaining.

The last DD mission had a patrol guy stuck trying to jump onto a car, not entirely sure if it's a bug or if it'd impede a pure stealth approach... I may have punched my way out.

Had a lot of fun with this, keep up the good work!

Developer

Thank you for trying it out!

I rushed a bit to post the demo here and forgot to bake the warehouse's navmesh back, that's why this guy was stuck on the car

Submitted(+1)

I had fun with this. Hospital intro to a stealth game reminds me of MGSV

  • I thought the whole intro was pretty neat
  • H scene was unexpected, cool
  • the art in the VN segments is really great!
  • the movement controls are really smooth and nice. The dive feels fun
  • I noticed the return to main menu button in the pause menu would just unpause the game
  • i closed the game and had to re-do the whole intro to access the other levels
  • the VR missions i thought were pretty good, gave me a feel for the controls and stealth mechanics. I wish there was one that went over melee/ranged combat though. the MGS2 VR missions were kino and one of my favorite parts of that game
  • The warehouse mission is the first taste of real gameplay and I had a lot of friction trying to play it. first attempt I climbed the ladder and was insta-spotted from a guard across the map as soon as I stood up. 2nd attempt I was able to plant the trackers without getting spotted but then ended up shooting my way out killing most of the guards.
  • tried again to go for perfect stealth, one of the guards seems to glitch out and repeatedly jump up and down on one of the cars i need to plant a tracker on
  • I made it to the file, which is floating in midair, and there seems to be a guard always watching it in a tiny room. since I couldnt hurt him i didnt have a good way to accomplish both side objects. As I write this im realizing i could have just thrown a cola can, but that seems kind of ridiculous to have to do in such a tiny room
  • as a Thief enjoyer I really really enjoyed the light mechanics and using shadows to reduce your visibility
  • It felt a little hard to tell which way guards were facing since they only have sprites for 8 directions
  • aiming down sights in close quarters most of the time just jammed the camera into a wall so i couldnt see anything, got me killed once
  • I cant tell why sometimes the guards kill me in 1 hit, are they headshotting me? if there is any mandatory combat / boss fights that seems like it would be annoying
  • I dont think the gun/taser felt very satisfying to use personally
  • I like the lockpicking minigame

Overall good stuff, I would be excited to play more of this in the future. Keep up the good work.

Developer(+1)

Thank you for giving it a try!

I only made the first VR training levels so far, I want to cover a lot more of the game's mechanics: cameras, shooting, throwing, alert mode... and make some "puzzle" levels as well.

The warehouse's rooftop is tricky because it's slanted which makes detection easier for guards. I need to balance the light/shadow in the levels though cause the shadow doesn't help the player nearly enough right now.

And yeah the guards did headshot you if your health went to 0 after being hit. It sort of works the same way for both the player and the guards for now.

I recently did a big cleanup pass of my levels in Blender, separating instantiable objects from the actual level geometry. That's why the warehouse level was a bit janky with some missing objects and navigation issues with the guards, I kind of rushed at the end not to post my demo too late this DD

Submitted(+1)

A lot of nice movement tech that feels good to use and get around the maps with. Clearly very Metal Gear Solid inspired. The game is in a little bit of a rough state as far as controller support goes (from my experience) and additionally the game runs poorly for how it looks (~45FPS or less on average on Steam Deck). I think once you optimize, throw in more occlusion culling, and test out controller support more it'll be a pretty stellar game.

Here are some things I noticed while playing on my Steam Deck:
-Camera starts out too fast out of the right stick's deadzone.
-Running at 45FPS or less most of the time.
-Because of how thin your character is,  shadows will not cast or cast very thinly when parallel to light sources. Not a huge issue and really will probably end up being a mostly stylistic choice, but might be interesting to see an unrendered 3D volume or sprite that billboards towards the lightsource cast shadows.
-L3 for sprinting makes you sprint in the direction your character is facing. I prefer to have it be the direction of the camera.
-Laundry cart movement in beginning cutscene was quite jarring/teleporty
-Not sure what happens when you get spotted by the security cams, but they end up making a noise and then just killing you on the spot without any fanfare or VFX(?)
-If you restart the demo day mission playing as the girl you will respawn as the guy with yourself still swapped out in the girl's position.

The game seems like it mostly has its core movement and gameplay down. It'll be interesting to see where you go with building it from here. Keep up the good work and see you next demo day!

Developer(+1)

Thanks for trying it out on steam deck!

Yeah I added controller support and worked quite a bit on it but I'm still usually testing my game with mouse+kb, and I added controller support to some parts of the game (lockpicking) just before posting the demo here.

I realized the culling was turned on in my game but I didn't add any occluder geometry to my level, so expect the game to run better in the coming months. I also got frustrated trying your game out at how well I was able to tell where other players were around me compared to mine and found out I had almost no audio panning on.

The unrendered sprite that billboards towards light sources could be cool, I'll try it out

(+1)

Didn't expect this to turn out to be a porn game...

The new intro story is nice, but I ended up skipping most of the escape by just clipping through a wall and falling out of the building. 

Developer(+1)

It was always meant to be...

I recently did a big cleanup pass of my levels in Blender, separating instantiable objects and levels, so there’s still some collision stuff I need to patch.

Thanks for trying it out!!

Submitted(+1)

CONSTRUCTIVE

The lockpicking took me a while to figure out.

Controller sensitivity defaults feel very high.

LIKED

The artstyle's pretty cool, I found myself actually just wandering around because the thought of exploring a 3D space with 2D characters is appealing.

The game controls really nice, the vibration while playing with controller adds a lot to the experience.
The chicks are cute.

QUESTIONS

FINAL

I had fun, I think I explored everything intended? Keep it up!

Developer(+1)

Thanks for trying it out!

I still need to add some kind of lockpicking tutorial, but it’s cool that most people who tried it were able to figure out how it worked on their own. It’s tricky, because there’s a specific order you’re supposed to lock the pins in, and that isn’t obvious at all.

Submitted(+1)

Pretty cool stealth game in general!

Just a few problems i noticed: its a bit hard to know where the objectives are, the hud in general is a bit hard to read; i got softlocked/game froze twice when i hopped onto furniture.

Developer

Thanks for giving it a try!

When you say "hard to read", do you mean the font? or just the way it's setup?

Submitted(+1)

its had to play it since there's a lot of broken colliders and lack of a way to save your progress, I fell down the terrain twice, I wasn't able to properly play the game. I wouldn't mind keep trying if I could make a savegame so I dont have to redo the entire prologue if I randomly fall off again. 

also I had no idea this game had nsfw content pls do indicate it somewhere

vod: 

Developer

Thanks for trying it out!

I'm a little surprised Itch didn't warn you or something cause I checked both of those boxes:

  • Has sensitive content — This project is not suited for minors or the workplace
  • Show content warning — Show sensitive content warning before accessing game
Every Demoday someone manages to slip out of the level, I'll do someting about these spots as well