Make your hero escape the map undetected by the beasts!
Make your hero escape the map undetected by the beasts! A simple, strategy stealth game played atop a paper map.
See on-screen instructions for controls. Check the About screen for the libraries/tools we used to build this :)
Feedback and comments most welcome! Thanks :)
@thesunda Thanks for the feedback and the idea! I agree, the controls needs some polish. Yep, that idea -- of having FoV ON for his vicinity -- did cross our mind, we've it in the TODO list.
Honestly, I've played for almost 20 minutes and couldn't get to the Exit sign.
Some friends were able to win after a few tries, but yes, I understand and agree that YMMV.
Once again, thanks for playing and taking time to give feedback.
This game is pretty fun!
I assume by your post earlier that it's one of your first games?
like thesunda said, the movement is a bit clunky, maybe you could speed it up just a little bit. It would also be nice to see exactly where you can move, maybe like how you can see where the enemies can see.
I managed to get to the end in my fourth or fifth try, because thankfully it's not random and you have a little bit of time to react to being seen.
Anyway, I had a good time with this game. Keep it up!
At first I incorrectly assumed that the movements of the magnificent beaked beast were random and was annoyed that they turned on a dime. I'm still slightly annoyed by it, but at least their paths can be memorized. They could wait a bit at both ends of the path to remove this issue once and for all.
Moving from A to B avoiding guards, an elementary goal to build on top of. The very first thing I thought about was visiting the desert. How about having to pick up a selection of gubbings from a variety of locations in order to escape the underworld? (looks like an overworld to me?).
These contraptions could also give the player new abilities to sneak around with more effectively, such as temporary invisibility, temporary speedboost, one-use teleport, stun gun, etc.
A neat, functional project as it is, needs expansion to be compelling.
Once you realize the opponents have a predictable path if they're not chasing you, it's doable to get to the exit in a few tries. It also helped that they stop moving after they've seen you, as there's a small window before they catch you that you can use to escape :-)
It does feel a bit slow and while that does give more tension, I think I'd prefer it if it was just a bit faster (maybe with more red dots to flesh it out a little bit more).
I thought the font was a bit hard to read, especially in the about screen.
I'm not sure what this has to do with the theme? I know it's mostly just there for inspiration, but … is there any connection between this and 'spellcasting'?
@the1257thornothing Thanks for the kind words! We would be able to display all of them but we felt that would be too noisy and distracting, something a strategy game shouldn't be doing.
@remco Thank you! You've made some pretty good observations there :-) Sorry about the font, it's the default one given by raylib, the rendering library we used. Yeah, this hasn't got anything to do with the theme. We needed a game jam to motivate us and Alakajam came along. Once again, thanks, for playing the game and giving feedback. It's a really nice suggestion: speeding up hero but adding more beasts to balance it out.
@Sammy6 Thanks for playing our game and taking time to give feedback! This is my first game working in a team (of two); have always worked solo.
It would also be nice to see exactly where you can move, maybe like how you can see where the enemies can see.
Very good suggestion to improve game play. We’ve already implemented the feature of letting the player know exactly where the player can move on the map by changing the cursor accordingly.
Anyway, I had a good time with this game. Keep it up!
Glad to know that! Thank you!
At first I incorrectly assumed that the movements of the magnificent beaked beast were random and was annoyed that they turned on a dime. I'm still slightly annoyed by it, but at least their paths can be memorized.
I think this shows that having a tutorial level is mandatory for a strategy game like this.
They could wait a bit at both ends of the path to remove this issue once and for all.
Spot on! This is in our to-do list :-)
How about having to pick up a selection of gubbings from a variety of locations in order to escape the underworld? […] These contraptions could also give the player new abilities to sneak around with more effectively, such as temporary invisibility, temporary speedboost, one-use teleport, stun gun, etc.
Yep, the fleshed out game would have this element of picking up stuff; using stuff to neutralize enemies, fasten movement, etc. Once again, great suggestion!
A neat, functional project as it is, needs expansion to be compelling.
Thanks for the kind words! Agreed! We’re thinking of adding more game play elements to make this a fun experience overall.
Big thank you for taking the time to play and give feedback on our game!
The game is hard but beatable. My only complains is that you could make the player and enemies move faster because you need some tries to get to the end and when you died at 2 pixels from the exit it's frustrating to redo it and having to wait at each "safe" points.
There is not much on the game and it's not related to the theme but you get the point of a gamejam => Having a playable game ;)
@maartene That's encouraging! Thanks for playing and taking the time to give feedback :) We'll make a level editor or something and make more levels! Sure, next time we will try some other concept and make it within 2 days. We wanted to do it this time but we slipped by a few hours, so submitted it in the unranked category.
@Thrainsa Thanks for the feedback! Very valid point and useful too: every time awaiting the right moment to cross a location would be better if the hero and the guards are both quickened, thereby reducing the player's wait time.
Yeah, we just stuck to the point that it's a game jam and all we need is a playable game without getting into analysis paralysis since both of us are very much programmers without outside perspective and it's easy to get into philosophizing mode ;) So, yes, wasn't able to concentrate on the theme. Perhaps the next Alakajam we might be able to stick to the theme.
Honestly, I've played for almost 20 minutes and couldn't get to the Exit sign.
The mechanic of clicking to walk and clicking again to halt its a big clumsy, with more time and refinement you should make it better.
One idea: instead of disabling and enabling field of vision for each enemy, you could actually show the FoV within an area around the player!