sirlich 2023-01-08 21:10
Nice job! I especially enjoyed the 'tk-tk-tk' sound of the killing!
For anyone who got stuck: You need to press (1), (2), (3), etc to play each level.
Foon → Ludum Dare Explorer → LD52 → Stealth Organ Harvest
By sharploaded
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 119 | 3.60 | 21 | |
| Fun | 31 | 4.00 | 20 | |
| Innovation | 224 | 3.11 | 20 | |
| Theme | 322 | 2.42 | 21 | |
| Graphics | 282 | 2.92 | 21 | |
| Audio | 81 | 3.61 | 20 | |
| Humor | 110 | 3.11 | 19 | |
| Mood | 68 | 3.77 | 20 |
Nice job! I especially enjoyed the 'tk-tk-tk' sound of the killing!
For anyone who got stuck: You need to press (1), (2), (3), etc to play each level.
Thanks! Yeah, sorry. With the primitive graphics I guess it's not obvious that those are supposed to be a keyboard key icon :)
Really fun game!! The level design was great, and I had a lot of fun coming up with a strategy to get through the level and then executing it. I like how some of them had more than one way to complete it. It would be cool if the game were more connected to harvesting the bodies, like maybe having to drag them off to a drop point?
Nice game! I liked playing with the door on the last level to isolate enemies, it gives more options to play with than just waiting for enemy patrols. It would have been fun to see more levels with doors/other mechanisms in the middle.
@maymay Thank you. Yes the theme did get a bit lost here as I did not have time. A drop off point is a good idea, could be some nice risk/reward with that.
@kaliuresis Thanks! I would have liked to do more levels. Feels like I barely got to showcase the mechanics I implemented.
Too bad you did not manage to implement the "upgrade yourself" part. That would have been fun. Is it by design that you can reach the exit even if you do not kill all of the enemies? It would have also been super nice if you had to hide the bodies somewhere before you can move on.
@tanis Honestly, I did not have time to think much about what to do with the exit. I would probably still like to have it possible to complete levels without killing anybody, feels like that is a thing in a lot of stealth games. Does not really fit with organ harvest theme though so I don't know. Thanks for the feedback!
Had a lot of fun! I like strategizing about what the next best move was. I think the theme was a little bit lost but I genuinely had fun for the time I was playing the game. Keep it up!
Made it through all levels with killing everybody, I went for the genocide run. Level 4 was the best, that was a well-choreographed song and dance through all of that for me.
You put a lot of fun mechanics into this game, the slowly building suspicion tension that gives you a fighting chance even if you get caught, being able to run away successfully (especially useful in level 5) and even baiting enemies with corpses. That large amount of stealth variety added a lot of replay value, I went through a lot of runs in level 5 going through different options to beat it. I think you perfectly hit that feeling that makes good stealth games with this. Super fun game, well done!
Great atmosphere and sound design here! I really had fun with this one, and you put together a remarkably solid stealth game in such a short time. I really like the amount of detail in terms of what enemies will react to (different states of awareness, noticing bodies, seeing you pass through the edge of their vision cone, etc). The gameplay loop is fun, the pacing is great, and the levels had some pretty fun ideas that could definitely be expanded in a larger version.
@lotus-dev Glad to hear it. Theme got a bit lost, yes, unfortunately. Once again, I overscoped :)
@captaindreamcast Thank you! Very happy you enjoyed it!
@chompdev Thanks! I did spend a lot of time making the core stealth mechanics work good, and then focus on player feedback with cones, icons and sounds. I am glad you gave it a chance, and that you liked it :)
Really enjoyed your game! The concept is great. Even though the graphics are simple, they work really well for this game, because you can focus fully on the stealth part. The light cones and how they show the alertness is so cool.
Level 4 and 5 really made this game stand out. The way you need to plan your route and how you need to lure them away from each other is awesome. Would have loved to play more levels. Great job!
Solid mechanics and AI! I enjoyed playing through and it's a nice genre.
I think there is potential to create more puzzle-style levels. There were many ways to solve the levels. I would have enjoyed a hard level!
It's a shame you didn't get the upgrade system implemented. The levels were fun and the stealth was good. The enemies reacted well when you are detected. The graphics are nice and clear. The kill sound and movement animation give the player monster a lot of personality for what is basically a circle and 2 triangles. Great game.
I would have loved more levels, which is a testament to good game design :smiley: The simplistic graphics added to the experience :slight_smile: - it lets your brain fill out the details.
Pretty impressive to build a whole stealth system so fast. I'd maybe wish the character was a bit faster, I think this could be expanded pretty easily into a great fast bite sized stealth game.
Really fun, the 5th level reveal the full potential of the game mecanics, it's really interesting.
Very tense atmosphere! You left some features out, but what _is_ there feels very polished already. Like those before me already said, that impresses as a compo-game.
The only thing I have to add is that maybe I'd have liked an indication of where the mobs are moving to / looking at. (Unless you want the game to be about the observation as well, instead of just planning & execution.)
(P.S. Given my own games' title, I had to play this one, of course.)
Thank you all for the nice comments!
@remco My intention was for the game to be about observation too, but it is and interesting idea. Definitely worth trying I think. Thanks!
Nice little stealth game, the keybinds are a little unusual but that's my only real gripe, the mechanics are well put together for a compo entry, the presentation is simple but clean, both in sound and graphics. Well done!
Fun little puzzle game. Reminds me of a few flash games I've played.
I like how you implemented the sight mechanic, with the raytraced lines to represent their field of view. I liked how their visions radiates outward. It does a good job representing the fact that you'll be spotted faster if you're right in front of the enemy.
I understand that the picking up mechanic was for the upgrade system you had planned, but since it has no purpose in the current version, I think you should have removed it.
I like how getting spotted can sometimes be a useful tool to draw an enemy away, as used in the last level. I think there is a lot more design space here than was used in these five levels.
Nice work!