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Thanks for the feedback. I did try and make up for the lack of enemy visibility by giving them a "suspicious" state - you have about two seconds to dash away from when they initially see you and go "Huh?" without them immediately giving chase. I think for the future I wanna give the player some sort of mechanic to help with checking for enemies like you said (hacking cameras maybe?). 

For your point on headshots - there are no headshots. The stealth pistol should instakill the regular guards with the tradeoff obviously being that you can never find ammo for it once spent. Unsure what would be causing any issues with hit detection. 

I was pretty spent on time when making the boss battle, so apologies if that was slightly janky. 

I'm glad you liked everything else though! These grunts are the most intelligent enemy AI I have ever made (even if that's not saying much in the grand scheme of things lol), so it's good that they are at least fun to fight. The story might even be resolved some day if I ever revisit the genre - I would like to take a crack at improving what I started with this game at some point. 

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Nah don't worry the boss fight was still fun, at that point I was really grasping at straws with things to point out, but honestly I genuinely mandela effected myself into believing that the pistol only instakills only on headshots. When writing about the detection system I actually returned to the game and that was when I mag dumped a guard while standing next to one of the containers (I was checking if lights affected detection time and distance) and he just refused to drop, but  throughout the game I usually had to fire at least two or three darts at most guards, honestly it might just have been a better hitreg on the head that caused me to believe that :P

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But again, the game was really fun and the best one out of all the unrated games I've played so far.

Oh also I just remembered another thing, the task text was cut off for me when checking them in the first level.

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Thank you! 

Oh and by the way, the enemies have a basic sight detection cone which is around 2/3 of their gun's range. No fancy Thief: Dark Project hiding in shadows tech unfortunately. They do hear gunshots and camera alerts though. 

Edit: The objective popup had a few weird issues with text indentation. It's supposed to wrap text automatically if it extends past the midpoint of the screen but it doesn't seem to always do that.