Glad you enjoyed it! Yes, the trapdoors do nothing. They worked in my head, but as soon as i implemented them, i realized that because of the grid movement, it is literaly a case of the staircase paradox. I was thinking about a tile the woud jump you diagonally, but ran out of time unfortunately.
DoubleRoom Games
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Oh, sentient NPCs, my biggest irrational fear.
That feeling when you're working on a game, it's 2AM, the only sound you hear is the computer fan, and suddenly you see something that looks out of the place in the corner of your eye.
I once jumpscared myself in the editor. I was working on something on one side of a map, and then i saw two glowing eyes starring at me through a door frame. Turns out it was a car with lit headlights i added to the other side of the map a day prior.
Thanks, i'm very happy with how the jam effect turned out.
As for the theme, you're a henchman that must not catch the spy.
At first we tried to add a spy in the levels, who would act like a terrible stealth-game player, and you would have to go out of your way to pretend that you do not see them while completing the tasks. Sadly the AI just did not work out, and the only thing that was kept from this was the gag in the final level.
Thank you for playing!






