This is a nice looking game, the environment (both visuals and ambience/sfx) is well done and the characters combine well with it.
The game idea is nice and well thought, however, in order to smooth player's experience i'm going to throw a couple of suggestions:
Lack of tutorial: there is one on the page, but even if as a image sequence I'd still suggest adding one. This could be a introduction screen with a image or two with the controls and basic objectives (spoilers as in exactly what to find can be avoided here so the player explores on his own). *One of the first things I've tried was interacting with things using enter like in most of these games, but to be able to review it the first 2-3 attempts. (I did so without reading the game page for controls and such, this was on purpose so i could see how intuitive it was on the very first try).
Npc/guard detections are unclear: sometimes they detect me as soon as they reach the screen's render distance, sometimes while exploring with the camera (pressing space), a guad rushed from almost the storage all the way south until reaching me at the Village's southern entrance. *To be sure this was the case, tested a few more times and happenned again, so it wasn't just a random path form the guard casually reaching me, he was actively tracking me.
Guard patrols: Since the range seems to be so wide, i think for balancing it would be better if the patrols moved at a slower pace, and then when detect you, sprint.
Camera: The camera movement feels really nice and smooth, but for this kind of game i think it would fit better for the camera to move a bit ahead of the player, instead of following behind. Because of the patrols range this is a inconvinence when trying to sneak around because cuts part of the vision. And yes, you can swap cameras, but you can't do this while being chased by a guard.
Storage needs feedback, a sprite in example a crate getting full when ready, and empty when stealing, or a "success" sound effect would be welcome, because it made me doubt if i actually activated or not.
I like the game's idea and objectives, the game is nice and it could become really fun by polishing a few things, plus I think this kind of game is easy to expand from if you ever decide to update or add more levels/objectives to it, so solid work there! :D
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This is a nice looking game, the environment (both visuals and ambience/sfx) is well done and the characters combine well with it.
The game idea is nice and well thought, however, in order to smooth player's experience i'm going to throw a couple of suggestions:
*One of the first things I've tried was interacting with things using enter like in most of these games, but to be able to review it the first 2-3 attempts. (I did so without reading the game page for controls and such, this was on purpose so i could see how intuitive it was on the very first try).
*To be sure this was the case, tested a few more times and happenned again, so it wasn't just a random path form the guard casually reaching me, he was actively tracking me.
I like the game's idea and objectives, the game is nice and it could become really fun by polishing a few things, plus I think this kind of game is easy to expand from if you ever decide to update or add more levels/objectives to it, so solid work there! :D
Omg this looks really good. Lots of biomes and sprites. Who made the graphic art? Will play it once i get to my home.