Play game
No Honor's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #727 | 2.985 | 3.500 |
| Theme | #893 | 3.091 | 3.625 |
| Enjoyment | #1184 | 2.558 | 3.000 |
| Overall | #1193 | 2.594 | 3.042 |
| Audio | #1221 | 2.345 | 2.750 |
| Gameplay | #1321 | 2.239 | 2.625 |
| Visuals | #1398 | 2.345 | 2.750 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Any crew member can betray you during the heist, so you can never fully trust anyone
What code and assets did you not make from scratch during the jam (if any)?
Everything is made from scratch
How many people worked on the game?2
Leave a comment
Log in with itch.io to leave a comment.






Comments
Managing a heist crew where members can secretly betray the team during active missions is such an awesome, high-stakes spin on the "Trust No One" theme! Combining role-based party dynamics, fast-paced action music, and real-time traitor detection gives the game a super solid core concept with a ton of potential.
A few pacing, AI pathfinding, and mechanics polish ideas for post-jam updates:
- Mission Pacing & Info Window: Slow down the reaction window when a crew member betrays the team—giving players 4-5 seconds instead of 2 to process who broke protocol and trigger the neutralization before the mission ends.
- Crew AI & Soft-lock Fixes: Patch the team state machine so the remaining crew members don't freeze/get stuck after you neutralize a traitor during early missions.
- Guard Collision & Role Verification: Fix enemy guard collision hitboxes so they don't phase through geometry after loot is grabbed, and expand on role-specific actions (like checking if a hacker is doing unauthorized medic actions) so deduction requires genuine player observation.
Super clever heist concept, awesome visual style, and fantastic atmospheric music! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: /jam/brackeys-16/rate/4953523
Interesting idea! I wish the pace of the game was slowed significantly. Its hard to absorb all the information when it comes at you so fast. I couldnt react in the 2 seconds between when someone betrayed the team and the end of the mission. I also think maybe you could have taken this idea a slightly different direction, having more specifics with what exact actions each role can take then looking to see if everyone is performing their role AND not performing another role which should trigger your suspicion. From what I played I think there are only set events when someone betrays you which require no interpretation. I say all this because I think the core idea here is really good. Nice job!
After I neutralized one of my crew members in the first mission, everyone got stuck. Lovely action music.
Really good game. I love it
I really enjoyed and look of the game, it was a very clever take on the theme. One thing I did notice is the enemy guards would phase through the walls after the loot was collected. Which idk if that was supposed to happen but other than that solid game! Me and my friends made a game if you want to check it out https://disuppyr.itch.io/lords-of-the-exclave