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Great, solid gameplay! The essence of stealth is conveyed elegantly. For negatives: Hard to read collisions with boxes and grass wall doesn't reads very well on ground. Are guards supposed to see in all directions? Maybe standart look-cone is more intuitive. Thx!

Thanks for trying it out!

Can you clarify what you mean by 'hard to read collisions' ? By 'grass wall', do you mean this?


This was supposed to be bamboo but yeah, some of the colliders and drawing order for the boxes, barrels and bamboo fences are a bit off. There's also a samurai that clips through a stack of barrels. Sorry about that.

Yes, the idea was that as long as you're moving, there would be some sound made by you which the samurai would eventually pick up on. However, I agree, it wasn't implemented perfectly.

Glad to hear your feedback!

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No, by grass I meant these square tiles, restricting the whole level, which are too similar to ground ones visually. It seems to me that reading them as walls with "side looking" is very important.. And barrels/boxes: in any other case it would be just fine collision box, but here when you need to hide fast, it seems important to know at a glance where the far edge is. Although visually, seeng character dissapear behind it is kinda satisfying.. And of course you don't need to be sorry (lol you played my game - Im not sorry, no sir) :)

Ah, I see what you mean about the grass. Thank you.

This is a really cool stealth game! The art is very good and I love the theme. Gameplay was fun and I really like how you have to manage your shuriken to make it through the camp.

There's a few hiccup but overall great job on your first game!!

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Thanks for the feedback!

Yes, there are definitely a number of hiccups. I'll fix it when I update it as soon as I'm done making a soundtrack and sfx.

I want to leave it as is for a few days so that its comparable to the other games made during the jam.

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It's a neat little game, although the goal of it is a bit confusing, and could perhaps use some UI to show the player their goal.

For example, let's say there were 4 plans hidden throughout the level, and the player needs to collect 0/3 of the 4. That would immediately tell the player what they're after, and add a bit more exploration to it. As I sort of spent my whole time just walking around, unsure what I was even looking for.

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Thanks for your feedback!

Yeah, I realize that after playing a few times. It would have been better to add some audio or visual clues and some cutscenes. Originally, I wanted it to be a castle infiltration but I didn't have enough time to draw all the required sprites. So I had to settle for a camp.

UI is definitely an important element that I missed. Sorry about that.

If you're interested in completing it, just head north-east more-or-less.

Played through to the end, it was a nice top-down stealth game! Might be nice if the exclamation points were a slightly different color to stand out against the tents, but it wasn't a major issue. Nicely done!

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Thank you for the feedback!

I was going for the Extra Retro challenge and was therefore restricted to a CGA 4 color palette. Because of this, I had to make some tough trade-offs to make things stand out.

I guess I could've used blue, though a red exclamation mark feels more threatening. 

Glad you liked it!

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Worth it for the challenge I think, then! You're right, a blue exclamation point would be rather strange.

This is a pretty cool stealth game! It really does make me feel like a ninja :)

I would suggest adding something that tells you how many shurikens you have left. Also, I think "E" would have been better to throw shurikens, but hey, maybe Im just bad.

Cool Game!

Thanks! 

I did think of making the shurikens a collectable item along with UI for the counter but ended up running out of time.

I was actually saving 'E' for an interact mechanic. But yeah, I guess I could've made it 'Q' or Spacebar.