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A jam submission

BLACK WATER NIGHT GLASSView game page

Infiltrate a communications facility as SPADE, using CROAK to reveal the dark before you strike.
Submitted by Ryan Pond (@RyanPondBuilds) — 2 hours, 7 minutes before the deadline
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BLACK WATER NIGHT GLASS's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#453.3643.364
Theme#513.6363.636
Originality#563.5453.545
Graphics#563.4553.455
Fun#593.1363.136
Overall#643.2343.234
Accessibility#812.7732.773
Controls#872.7272.727

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.7

Theme Interpretation
SPADE uses CROAK as a literal signal pulse to reveal nearby geometry and patrol information, while the mission centers on sabotaging a communications relay.

Wildcards Used

Middle Wildcard

The second wildcard (description pending)

Right Wildcard

The third wildcard (description pending)

Discord Username(s)
ryanpondbuilds

GWJ Participation Level
2

Team Size
1

Generative AI Disclosure

I confirm that this jam entry does not contain any AI-generated content

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Comments

Submitted(+1)

Fun game! I died while retreating, but still enjoyed it. The visuals are simple and it works, I love the croak and the way it displays the enemies. I didn't have any problems with the controls like some players, that might be caused by the fact I'm running a Chromium based launcher and not a Firefox based one. The idea is great.

Developer

Hey, thanks for checking it out! Glad you enjoyed it, even if the retreat didn’t go quite as planned!

The croak and enemy indicators were fun systems to work on, so I’m glad those stood out.

And that’s interesting about the controls working properly in your Chromium-based launcher. Good to know, since I’ve had some mixed feedback on that.

Really appreciate you giving it a play and sharing your experience!

Submitted(+1)

Pretty fun, reached the relay, but couldn't finish game entirely. I like the visuals, simple but done with taste. I think the level design was better at the start of the game, later most of the time you can just move along the walls, there is nobody there. Liked the croak. The sound is good, too.

Developer

Thanks for playing and for the feedback! Glad you enjoyed the visuals, sound, and especially the croak!

That’s a fair point about the level design. I think the earlier sections do a better job of giving you things to engage with, while some of the later areas ended up feeling a bit too empty. Definitely something I can learn from.

Appreciate you giving it a shot and sharing your thoughts!

Submitted(+1)

Kaz and I played, unfortunately in the browser version due to the controls, (with Firefox at least) When crouching and clicking and a few other combinations the web page will close due to default shortcuts. 

We both agreed you have a good foundation and loop, and thought we enjoyed the challenge and stealth usage.

Developer(+1)

Thanks for playing! I’m definitely seeing the browser shortcut issue come up a lot, so that’s something I’ll need to account for next time.

Glad you both still enjoyed the stealth and challenge!

Submitted

Very clean and compelling visuals, I particularly like the deliberate use of colors to clearly indicate the status of all entities in the game.
I had a bit of difficulty playing the game because I'm on Mac and the browser build has issues with RMB (as mentioned by other people), but it was enough to make want to continue playing.
Great job!

Submitted(+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 :)

Developer

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!

Submitted

good game, pretty originonal(sorry for any bad spelling), good theme, pretty fun if the controls where better to understand, but good overall

Developer

Thanks! Glad you enjoyed it.

Tthe controls/onboarding are definitely the biggest thing I’d change. A few people have had trouble figuring out the takedown and stance controls, so that’s something I need to communicate much better next time.

Thanks for playing!

Submitted(+1)

Very cool UI! I'm also of the team that played on a browser and no control, so I struggled a bit, but I loved the croak being a mechanic, really nice creative use of the frog modifier! I think the grey background does detract a bit from the visual presentation a bit, makes it seem "unpolished", even though a black background could make the visuals more cohesive. Nice work!

Developer

Thanks for playing! Yeah, the browser controls have definitely been giving people more trouble than I expected haha. That’s something I’ll need to revisit.

Good point about the grey background. I was going for that dark, minimal look, but I can see how the grey makes things feel a little less cohesive.

I’ll have to experiment with that.

Glad you liked the croak mechanic. That was one of my favorite parts to put together.

Thanks for playing!

Submitted(+1)

Really cool stealth game implementation. I did also stubbornly stay on the browser build and I feel your pain about web build controls, there are way more browser shortcuts than I thought, and that they are different across browsers. Awesome work!

Developer(+1)

Thanks! I’m starting to realize just how differently browsers handle certain inputs. I spent so much time getting the controls to feel right that I probably didn’t give enough attention to how they’d behave outside the desktop build.

Definitely a lesson I’ll be taking into the next project. Glad you enjoyed the stealth mechanics.

Thanks for playing!

Submitted (2 edits)

This game makes manages to make a low shape art style look super polished, I was a fan of all the visual implementation of this jam entry. The music was groovy too, I can tell a lot of work went into this. Stealth is usually not my genre of games, but I found myself wanting to keep playing it just to finish the game. 

My only real piece of feedback, is I never managed to really figure out how take downs work... Sometimes, it seems like they did, sometimes, it seems like they didn't. Also, I had to download the game because shift right clicking kept opening the browser's context menu and throwing me out of game.

I also want to say, very creative use of the wildcard. I think everyone went with visually adding a frog to their games (me included), but this one was very innovative. I'd give it my #1 vote for the wild card specifically.

A really solid entry in this jam, good job!!

Developer(+1)

Thanks! I really appreciate this. I put a lot of time into trying to make the low-poly look feel intentional, so I’m glad that came through.

The takedown feedback is definitely becoming a pattern, so that’s something I need to make much clearer. And the browser right-click issue is another good catch. Between that and Ctrl+W, the web build has taught me a few lessons about controls I wouldn’t have thought about otherwise.

Also, thank you for the wildcard comment. I really wanted the frog part to affect how the game actually plays instead of just putting a frog somewhere visually, so that means a lot.

Glad you stuck with it even though stealth isn’t usually your thing!

Submitted(+1)

Amazing UI! Unfortunately I gave up before I could beat the first level hahahaha. I can only see the enemy with CROAK, but also they basically see me immediately with it as well, I had better success just never using the CROAK hahaha.
And I was also a victim of the ctrl+w hahah

Developer

Thanks for sticking with it! That CROAK feedback is really useful. If the safest strategy is to just never use it, then I definitely pushed the risk/reward too far in the wrong direction. It’s supposed to help you manage patrols, not feel like a self-destruct button.

And yeah… Ctrl+W has officially claimed way too many victims this jam lol. That binding is absolutely getting changed.

Submitted(+1)

Like others said, I struggled with the first level. The takedown mechanic didn't really make sense to me. My browser tab closed because I pressed ctrl+w which is the close window command on my computer.

Developer(+1)

Yeah, I’m definitely seeing a pattern with that first level being harder to read than I expected.

The takedown especially needs clearer feedback so players understand what they’re supposed to do instead of having to guess at it.

And Ctrl+W has officially become my favorite accidental design mistake from this jam lol. I absolutely need to rethink that binding for the browser build. Thanks for sticking with it and for the feedback.

Submitted(+1)

I really liked the simple yet cool art style! I also thought the gameplay and your interpretation of the theme "Signal" were both fantastic.

Developer

Thanks! I had a lot of fun figuring out how to work the theme into the mechanics rather than just the story. Glad you liked the art style too! I was going for something simple that still felt atmospheric.

Submitted (1 edit) (+1)

Oooo I love the simple visuals here! I'm not very good at stealth games, and this one was super challenging. I didn't make it very far, but it was really fun! Love the multiple states that the enemies have, and the radar to be able to see through walls. Great work!

Developer

Thanks for playing! I’m glad you had fun with it, even if the stealth was a bit brutal! Haha.

I’ve been seeing quite a few people struggle with the difficulty, so that’s definitely something I need to take another look at. Really glad you liked the different enemy states and the radar system, though. Those were some of my favorite mechanics to work on!

Submitted (1 edit) (+1)

it was really difficult, but i did manage to beat it! then found out they disarmed the objective so did it again lol.

really cool concept! it was fun plotting distractions and evading the patrols (leaving bodies around a corner and using the croak to lure patrols was a cool method for dealin with them), i also enjoyed the takedown not just being a one-button press when i finally figured out you had to keep pressing it. i would say that enemies being able to make instant rotations and having a very large turn radius when searching made navigating around them pretty hard to manage. the knife also felt a bit inconsistent with its hit detection in moments, but i really liked the ability to injure a guard so they couldn't keep up with you! overall, really cool mechanics!

oh, i've also pressed ctrl + w an unfortunate amount of times trying to crawl into a vent to escape patrols, including right when i was about to extract :sob: still had a lot of fun! great job!!

Developer

You really dug into the systems here, which is awesome to see. The body distractions, croak lures, injuring guards, vents, and takedowns were all things I hoped players would experiment with, so it’s cool seeing you actually use all of that together.

I’m also a little surprised by how difficult people are finding it, but your notes on the instant rotations, search turning, and knife hit detection are really useful. Those sound more like readability/consistency issues than things I’d want to solve by just making the game easier.

Also, Ctrl+W… yeah, that is unfortunate lol. Thanks for putting this much time into it and for the detailed feedback.

Submitted(+1)

So instead of “Snake, Snake!” It’s “Frog, frog!” ? lol

I love how you show that the gameplay is in the programming more than other factors. Hope you had fun making it. Thanks for the entry.

Developer(+1)

Haha, exactly.

And yeah, that was a big part of what I wanted to focus on with this one. Getting as much of the experience as possible out of the actual systems and player behavior instead of relying on a bunch of extra content. I had a lot of fun building it. Thanks for playing!

Submitted(+1)

Yeah, I’ve programmed similar things in prototypes. I had one enemy that was suppose to be a swarm and rats cling to your feet so your movement speed would decrease and you’d have to hit a key just for stomping on them. I never got it out of the block out stage but it looked really cool still. It is honestly a waste of time not to start with basic shapes because any time spent on finding and tuning a model never use is ultimately a waste. It is really just potentially worth it if it motivates the dev.

Thanks for the entry, I like your pfp btw as well haha. Hope you’re well!

Developer(+1)

Yeah, that’s exactly how I’ve been trying to think about prototypes lately. If the mechanic isn’t fun with boxes and placeholder art, better models probably aren’t going to save it anyway.

Submitted(+1)

100%, at best you’ll feel conflicted like “It looks nice but is buggy” haha

Submitted

Love the minimalist art style, and the gameplay is really nice! It has some Metal Gear Solid vibes. Great entry! I think takedowns should be one-hit kills, as a reward for sneaking up behind enemies and striking them correctly. Also, the alert state where enemies start chasing is cool! But would be better adding some screen and sound effects and music.

Developer(+1)

Thanks! I really like both of those ideas. I’m definitely rethinking the takedown now; if the player has already successfully gotten behind a guard, making that a clean one-hit stealth takedown may be a better reward than adding another timing layer.

I also agree the alert state could use stronger presentation. The patrol behavior changes, but I think some screen effects, stronger sound cues, and a more aggressive music shift would make that transition much clearer and more dramatic.

Glad the Metal Gear influence came through. Thanks for the feedback!

Submitted

There's some great visual design going on here. The flavor and utility of the mechanics is also pretty good! I am another player that could not get past the first level though. Made it to the warehouse after many attempts and still died. Other than the feedback on takedowns, I just think that this would have benefitted more with checkpoints or an easier first level. Amazing work overall!

Developer

Thanks! This is really helpful. I’m definitely seeing a pattern now that the first level is asking too much too early.

I think I stripped too much feedback out of the takedown mechanic near the end of the jam, and that probably made the difficulty feel harsher than I intended. I also like the checkpoint suggestion, especially around reaching the warehouse so players don’t have to replay the entire opening every time.

I’m glad the mechanics and visual design still came through, though. Thanks for sticking with it and giving it multiple attempts.

Submitted

Wow this game is hard, i couldn't even beat the first level T_T. The mechanics are pretty cool though.

Developer

Haha, that’s actually really useful feedback. I was worried during development that I might be making it too easy because I’m not particularly great at games and I was having trouble with parts of it myself.

I’m realizing now that I was still playing with all the designer knowledge. I already knew the patrols, the timing, and how the mechanics were supposed to work. A new player has to learn all of that at the same time.

I also stripped out a little too much feedback near the end of the jam, especially around the takedown timing. Definitely something I’d change if I revisit it. Thanks for giving it a shot!

Submitted

The 2D and UI looks very clean! It's a cool color palette and the design feels very intentional. There is some neat technical achievements, too, with player/enemy visibility and enemy pathfinding. As far as gameplay, I had a rough time and never beat the first level despite trying ~10 times. Some feedback feels missing, especially the take-down mechanic. Whether I hold the LMB or press it a couple of times, I get the  "Restrained" message, but after a moment the first enemy turns around and kills me. I've gotten it to work by mashing LMB over and over, but it didn't feel rewarding, and I didn't want to bother with it on the mobile enemies.

I'm sad I won't see more of the game, because it seems like there are some cool mechanics in here that also remind me of Hitman. I may come back to give it another try, too.

Developer

Thanks! I think this criticism is completely fair. I actually had more feedback around the takedown earlier in development, including a progress indicator, and I think I probably stripped that system down a little too far for the final version.

There is a timing element to the takedown, but without that visual feedback I don’t think the game communicates it very well. So instead of feeling like you’re trying to hit a specific timing window, it can definitely come across like you’re just supposed to walk up and mash LMB until something happens.

Looking back at it now, I think that progress feedback was doing more important work than I gave it credit for. That’s something I’d want to restore or redesign in a post-jam version.

Thanks for sticking with it and for the detailed feedback. And I’m glad the HITMAN influence came through. That was definitely part of the space I was aiming for.

Submitted(+1)

For a solo game, this looks great! 

I couldn't get past the tutorial; I couldn't grasp how complex using a knife or a takedown is. But from what I did get to, it made me think of my favorite way to play Hitman. The stealth assassin. 

I think the music fit nicely, and honestly, I'll probably give this another go when I am more rested. Maybe I can be better, if I am better xD

Developer(+1)

Thank you!

The fact that the knife/takedown controls stopped you is really useful feedback for me.

They’re intentionally directional, but if that didn’t come across clearly enough in the tutorial, that’s on the game to communicate better. I’ve been trying to keep the onboarding pretty light, so this is a good sign that I may have gone a little too light there.

The Hitman comparison is very much in the neighborhood of what I was going for, so I’m glad that came through even from the short amount you got to play.

Definitely don’t feel like you need to be “better” at it 😄 If you give it another go and the controls still feel unclear, that’s useful information too.

Thanks for trying it and for the feedback.