Some bugs but such a neat idea and nice level design :)
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Grab 'n Go's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #1965 | 3.074 | 3.074 |
| Audio | #4163 | 2.852 | 2.852 |
| Artwork | #4237 | 3.148 | 3.148 |
| Enjoyment | #4660 | 2.926 | 2.926 |
| Creativity | #5412 | 3.074 | 3.074 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
We gave limited time and backpack space, as well as a count down before you get caught.
(Optional) Please credit all assets you've used
see description for full credits
(Optional) What would you like to be called if GMTK features your game?
Xaks007 for programming/design or Ivara for Art
Comments
Nice idea! Though I got kept getting stuck on things ^^; And at one point the inventory screen bugged out? But other than that, nice game! :3
Although the countdown time is there, I am just chilling, going around and grabbing anything that I like and putting it into my bag. Nice level design, the artwork for the creature is so cute (I like the green creature and the cat)
I stuffed my backpack full in the first room and absolutely didn't expect how large the house actually was lol. You've done wonderfully in the art department, both on the sprite/backgrounds and on the shaders, text effects and flair you've packed in (never mind having to do it all in 4 days). The chase sequence was a great change of pace as well!
I don't think I can note any improvements not already commented (my main one would be having value and weight shown in the backpack screen for all items + the incoming one), although I did have a bug where having the backpack screen open while the camera was moving would cause the camera to keep drifting in that direction.
Looking forward to what you'll do with it post jam!
What kind of people live in this house? How do they manage to get around in there? :D I had fun playing. The controller probably needs a little polishing.
Surprised this game hasnt got the attention it deserves, i really love how polished it is and well thought about the mechanics are just awesome like every time i steal something and store it in my backpack i gain more weight which means im slower and cant jump as higher as before, i also loved the artstyle and the house design its really well made i had so much fun with it, great job!
Weight-slows-you-down mechanic is the best thing in here and IMO you should not make it easier (went through some others and they said it needed change, but I felt there was something to it.)
The stolen-Starry-Night gag was awesome! Good work done in limited time
Doing all this under 90 hours is so freaking crazy. All the detaills in the art, ilumination and in general the visuals are so out of this world for a game jam. About gameplay, very intuitive, even though the house was so big, but the point was very clear. The chase was good as well very dynamic, only thing that felt off was the visual bugs during it: The "chaser" teleporting behind me or those moments where he or his flashlight were flying around in the dark. But that's it.
Very good job
What kind of insane house layout is this!
But in all seriousness, it was fun sneaking around and finding rare items. I also noticed the little Hollow knight + Silksong toys! So cute!
Very cool!
I liked the intial sneaking around aspect a lot, although I didn't realise we were robbing the biggest house ever made haha, this place is damn gigantic!
I think the dialog aspect of the game is pretty well done (although on QWERTY keyboards 'B' is a pretty crazy choice for an interact button imo)
As far as escaping, it felt quite difficult because this house's architecture is a mystery to me, it feels like it goes forever!
Overall great entry. A stealth game in a game jam is no easy feat, keep up the great work.
A great entry! I like the idea of stealing and needing to escape. Overall, there are things to be improved, like the movement speed and the surfaces for the player to jump; the countdown should be more visible, and the chaser should have a different movement speed and a way of slowing down or gaining momentum separately from the player.
IT'S A GOOD PIECE OF WORK !!!
The countdown timer can be made bigger to make it more imposing. When swapping items, I think it's good to show the value and weight of the new item. Also it might be good to show the weight of each item in the bag. I think during the chase, the cop shouldn't be able to boost themselves since they're already faster than the player.
It was super atmospheric at the start. I really liked walking around with the flashlight.
The music was good and supported the pacing of the game. I also really liked the Hollow Knight references. Those little details were really nice to see.
I like the main premise, and I would love to see a little bit more to make it even better.
My main piece of feedback would be to improve the chase section a bit:
- I was surprised when I saw my character duplicated. If the duplicate character had looked different, it would have been immediately clear what was going on.
- I felt like I couldn't really escape from the character chasing me. I thought that maybe I could only use the chair to boost myself up, and that was the intended way to escape. However, the chaser could also use it, which made the escape feel hard to me.
It was a nice experience. Good job!
Wow a thief game is so clever! I do wish there were a bit more variety in the gameplay, but I think the vibes were super cute :)
I like the art and the flashlight effect is really well done. Nice!
Great idea and art, I do think the movement felt a bit strange, but overall the game is stylish and it's an interesting concept so great work!







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