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A jam submission

Heist: 67View game page

Two Gen Z thieves. One cursed meme artifact. Something drums at 3 AM.
Submitted by Draco1248 — 15 hours, 11 minutes before the deadline
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Heist: 67's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#103.5914.750
Creativity#113.0244.000
Overall#123.0244.000
Enjoyment#142.4573.250

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game utilize the theme, if at all?
The heist is taking place in a building known as the Anti-Brain Rot Coalition, they are focused on taking away all the brain rot from the world. It is the job of the protagonists to steal the legendary 67 and sell it, also freeing the brain rot.

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Comments

Submitted(+1)

GREATEST HEIST OF ALL TIME! Even grey fox couldn't compete with them. 

On gameplay note: stairs are very annoying, follower always gets stuck

Submitted(+1)

It's very good for the time frame, but the ending feels pretty unbalanced (screw 'em crushers)

(+1)

Very cool concept!

Couple of notes from my playthrough:

  • You can cheese the game by using the short fade preview whenever switching to blindo repeatedly
  • Feels like the movement speed and sensitivity of each character is different so what seems like a small adjustment from the POV of Handless ends up being a huge one once you switch to Blindo
  • Checkpoints are easy to miss, feels like you have to really go far into the room and put yourself in danger just to trigger them
  • Visuals are really confusing, security cameras have a normal white light instead of an easily contrasted and identifiable one like red, the deadly floor is just a purple that looks normal in the context of the rest of the game
  • There's alot of features and levels for just 3 days! Though i wonder if maybe polishing the game's visuals and audio and such would have been a better decision rather than adding more floors and event triggers.
  • Feels like the game explains too much, instead of allowing the player to piece together what they need to do, it instead straight up tells you what the codes are, what to do in the puzzles, where to go
  • As soon as the spooky chase sequence started i knew it was going to be really frustrating, and it was, the following mechanic and trying to traverse with Blindo was challenging enough without any stakes

Overall the game took me 40 minutes to finish which is a very impressive length for a game jam game, I really enjoyed it, though i think the game could have been even better if it was shorter but focused on making what it already had more clear and nicer.

For example instead of having the entire final chase sequence, you could have just shown a cutscene of the two running away or methodically used smash cuts to convey the same thing, and instead spent that development time adding sounds to all the lasers and deadly walls and such, also would be nice if there was a presence of Textures and proper lighting.

Very fun and well executed game though! :)