Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

The game was hard :) But in a good way, nice puzzle to get through even the first parts. And stealth games should be hard, or in other words - challenging. Apart from the unfortunate ctrl+w key combination and RMB that caused a typical browser RMB menu to open (I'm currently on firefox btw), the controls were good (I wanted to write "fine" at first, but they are more then fine - and the whole pace of walking and moving while in stealth are good). It helped me on my second and third run to notice that CTRL key actually TOGGLES crouching, I don't need to hold it :P I liked the simple yet nice for the eyes graphics, I like the sounds as well (the sounds of being hit too). I like that you thought about places to hide bodies and that you introduce mechanics and tooltips about them gradually, it's nice way to teach player how to play :) I overall had fun, I felt challenged and wanted to move further and further with each death, so there is an "addictive" factor, although it's hard for me to say what is it exactly. I also want to congratulate you on level design, that's thing that I am constantly trying to improve in my creations, and I see some good practices in your game :)

Thanks! I’m glad you stuck with it and ended up having fun with the challenge.

And yep, CTRL is a toggle for crouch. The Firefox RMB menu issue is good to know too.

Really appreciate the level design comment especially. I spent a lot of time trying to introduce the mechanics gradually and give you spaces where you could actually use things like the croak, body hiding, and patrol routes instead of just explaining them.

The level was probably where I spent a vast majority of development time. It went through so many iterations and changes because level design is not something I consider my strong suite. So I put a lot of effort into trying to learn and understand how the player might use the map and lean into that where I could.

But level design is something I’ve never really messed with enough. So I definitely appreciate the compliment and that you noticed it.

Thanks for playing and for the detailed feedback!