Conceptually, I found this game interesting. The audio was great, and including a settings panel was a nice addition. Also have an in-game menu was helpful. I found some issues regarding the colliders on level one, mainly around the walls. When I would try to maneuver around the room and fight the enemies, they would some times run on top of me and continue attacking, making attack them back difficult. Other times, they would not move at all, like the last two enemies at the end of level one. Level two also needs a bit more refinement and debugging. I destroyed the first enemy and kept going down the hall, where it seemingly teleported me to the Librarian encounter, where I died shortly after encountering them.
Droxide
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This game has some real potential. The concept sounds like a lot of fun. Being able to pickup the items and place them into the cart felt fulfilling. Being able to push the NPCs away with the shopping cart was also enjoyable. In addition to causing player damage, having some different enemies take away from your total item count could add some challenge.
This game is a lot of fun! The audio is excellent, and the crafting mini-game was enjoyable. I really appreciate how the recipes are all different and don't follow a set script to determine each level's required recipe. Adding a soft transition from dying to a carriage would be nice, the abrupt scene change was a bit sudden. All of the models look fantastic! I would also consider zooming the camera out just a bit during the top-down portion at the start of the game. I was only able to achieve the normal ending, and am curious if there are multiple endings.
The game play here is a classic - collect items and reach the destination, all while avoiding hazards. There are some bugs present regarding the moving doors/hazards. The player can jump on top of the moving doors, and then traverse the level without much hassle. This is potentially game-breaking, as the player could continue walking off the edge of the gameplay area, and to the bottom of the level, where they will be stuck. Possibly adding a trigger collider/zone to the "unreachable" area of the map could prevent this, where the player is effectively transported back to the level start.
After playing Thief Run, here are my thoughts:
The game's concept seems enjoyable - a stealth-based game with a short narrative to provide some backstory. During my playing, I found myself really wanting control over the camera. Since it is a third-person game, camera control is very important. I was also able to scale on top of enemies, like I was climbing them. Perhaps adding a separate layer and then marking the appropriate prefabs as 'isClimbale' could have prevented this.
