Colonel, im trying to sneak around, but the clapping of my wands keeps alerting the golems...
Jokes aside, its not working if I try to run in browser on firefox, it gets stuck fading in the title screen, just as a FYI. Will download instead, can't wait to play later!
This is a bit of a confusingly designed game. Not that the game mechanics felt underexplained or that the world felt too easy to get lost in (that part honestly felt a bit too straightforward), but the implementation of movement, combat and level design into the premise of it all felt so puzzling.
We are informed that the main character is a pacifist who doesn't kill. How do we implement that into the game? Give her infinite ammo and no repercussions for killing. We are informed that the main character is a spy. How do we implement that into the game? Make stealth the most ineffective way of playing. With how slow and weak the enemies are running past them is barely an inconvenience. Besides there is not a SINGLE power-up that improves stealth. As a matter of fact the Phase power-up is the opposite of stealth, allowing you to trip every alarm and just ignore the consequences.
Here's my feedback: make the enemies invincible, with your attacks only stunning them. Alternatively make the enemies explode on death to discourage killing. Make the Phase power-up give you invisibility, not invincibility. Invincibility completely trivializes the late game.
I think your feedback is spot on. Have you tried the first version? Repercussions for getting caught are a bit harsher in it. I think all your critiques still stand, but the first version feels like it's pushing you to be stealthy a bit more.
And now I'm even more confused. This is an improvement in essentially every way. The level design is tighter, there is more enemy variety and I felt inclined to utilize stealth the whole way. The Phase ability is still overpowered and there is no boss music, but this is pretty great.
First of all, thank you for the feedback. This game is definitely not how I wanted it to be, as it was made amidst other work I was doing (and I did it ALL by myself). From the first to the second version, I thought about expanding the mechanics, enemies, and other things, but I only had a week and everything was left half-finished. The solution to deliver something within the jam deadline was to cut and simplify elements to make the game playable, even if not in the ideal way. There would be power-ups, a greater variety of enemies, and other things that I will implement in the future if I have time.
Regarding the character being a pacifist, no enemy explodes, they just go off-screen. As you can see in the first version, the stage enemies would be deactivated, but there is a bug in this programming that I couldn't fix in time, the solution was to make enemies simpler in every way, but they don't die, they are just deactivated and thrown off-screen. Finally, remember that this is a game jam game, which I made with the little free time I have, and that to make it a minimally viable product, I had to remove many things I wanted (like a map, for example). Even so, the game placed well in the two game jams I participated in, but I intend to make occasional updates and bring it closer to the version I originally conceived.
Really fun game! The art direction was really polished and I liked the limited color pallet. The platforming was great and really satisfying. I also found the dialogue very funny, and its clear you have a love for metroidvania games and MGS.
One of the issues I had though was that I really didn't understand how to defeat the final boss, and ended up watching the playthrough video from itch.io to understand what to do. I also ran into a bug where I took damage from the flame throwers and got boosted into a ceiling tile and couldn't move. I ended up restarting the game again.
But overall, really impressive you finished this for a jam while using Construct 3 for that matter. Great job!
I like your art and admrie your ability for game design. Are you self-taught by any chance? Check out my latest game Wingin' It!, and let me know what you think.
Just played the first version. Oddly enough, I think it's actually a step up from the second version. It felt like it played off of the concept of her not destroying things a bit better. The level design also had a lot more going on. In the second version I learned very quickly that you can just constantly trip the alarms and the consequence isn't too bad. There were time in the first version where I really wanted to avoid getting caught.
5:09 was my best time. Some sloppy bits. Biggest mistake was the boss. If you wait for the spotlight to go by you once after hitting the heart for the first time, you can two cycle it without ever setting off an alarm. Sub 5 is totally possible.
Tried again this morning and immediately got a better run. Shaved 6 seconds off. A few places I could've played a bit better, but no major mistakes like last time. If I clean it up I can get sub 5. Better RNG or routing changes could bring it lower.
Welp, found a better route. There's a way to skip the double jump which saves a ton of time and cuts out the mini boss. Pretty sloppy. I'll try to clean it up.
And... I improved on the last run almost immediately. Still has plenty of room for improvement (that first jump is kind of embarrassing and the last room is ugly.) I think if this were cleaner it could be around a 3:15. If I could find a way to get through the spikes without the float then we could get really low.
That last fight drove me nuts the first couple tries and then as soon as I figured it out it became instead consistently challenging, which is really a sweet spot. Really nailed it, imo.
Nice game! I had a lot of fun. Very cool and lots of polish, oomf, and personality. I think if you worked out he bugs, added some more plot and levels, you could sell this on Steam.
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I kinda wish the whole game was in this "alert" mode and it was permanent
Magic...gear?
You could say it's pretty solid
Colonel, im trying to sneak around, but the clapping of my wands keeps alerting the golems...
Jokes aside, its not working if I try to run in browser on firefox, it gets stuck fading in the title screen, just as a FYI. Will download instead, can't wait to play later!
SO GOOD FIVE STARS MAKE IT LONGER MY ROTHER AND I ENJOYED IT :DDDD
This is a bit of a confusingly designed game. Not that the game mechanics felt underexplained or that the world felt too easy to get lost in (that part honestly felt a bit too straightforward), but the implementation of movement, combat and level design into the premise of it all felt so puzzling.
We are informed that the main character is a pacifist who doesn't kill. How do we implement that into the game? Give her infinite ammo and no repercussions for killing. We are informed that the main character is a spy. How do we implement that into the game? Make stealth the most ineffective way of playing. With how slow and weak the enemies are running past them is barely an inconvenience. Besides there is not a SINGLE power-up that improves stealth. As a matter of fact the Phase power-up is the opposite of stealth, allowing you to trip every alarm and just ignore the consequences.
Here's my feedback: make the enemies invincible, with your attacks only stunning them. Alternatively make the enemies explode on death to discourage killing. Make the Phase power-up give you invisibility, not invincibility. Invincibility completely trivializes the late game.
I think your feedback is spot on. Have you tried the first version? Repercussions for getting caught are a bit harsher in it. I think all your critiques still stand, but the first version feels like it's pushing you to be stealthy a bit more.
And now I'm even more confused. This is an improvement in essentially every way. The level design is tighter, there is more enemy variety and I felt inclined to utilize stealth the whole way. The Phase ability is still overpowered and there is no boss music, but this is pretty great.
First of all, thank you for the feedback. This game is definitely not how I wanted it to be, as it was made amidst other work I was doing (and I did it ALL by myself). From the first to the second version, I thought about expanding the mechanics, enemies, and other things, but I only had a week and everything was left half-finished. The solution to deliver something within the jam deadline was to cut and simplify elements to make the game playable, even if not in the ideal way. There would be power-ups, a greater variety of enemies, and other things that I will implement in the future if I have time.
Regarding the character being a pacifist, no enemy explodes, they just go off-screen. As you can see in the first version, the stage enemies would be deactivated, but there is a bug in this programming that I couldn't fix in time, the solution was to make enemies simpler in every way, but they don't die, they are just deactivated and thrown off-screen. Finally, remember that this is a game jam game, which I made with the little free time I have, and that to make it a minimally viable product, I had to remove many things I wanted (like a map, for example). Even so, the game placed well in the two game jams I participated in, but I intend to make occasional updates and bring it closer to the version I originally conceived.
Really fun game! The art direction was really polished and I liked the limited color pallet. The platforming was great and really satisfying. I also found the dialogue very funny, and its clear you have a love for metroidvania games and MGS.

One of the issues I had though was that I really didn't understand how to defeat the final boss, and ended up watching the playthrough video from itch.io to understand what to do. I also ran into a bug where I took damage from the flame throwers and got boosted into a ceiling tile and couldn't move. I ended up restarting the game again.
But overall, really impressive you finished this for a jam while using Construct 3 for that matter. Great job!
I like your art and admrie your ability for game design. Are you self-taught by any chance? Check out my latest game Wingin' It!, and let me know what you think.
it's pretty funny your game :3
I'm glad you liked it! :)
Just played the first version. Oddly enough, I think it's actually a step up from the second version. It felt like it played off of the concept of her not destroying things a bit better. The level design also had a lot more going on. In the second version I learned very quickly that you can just constantly trip the alarms and the consequence isn't too bad. There were time in the first version where I really wanted to avoid getting caught.
5:09 was my best time. Some sloppy bits. Biggest mistake was the boss. If you wait for the spotlight to go by you once after hitting the heart for the first time, you can two cycle it without ever setting off an alarm. Sub 5 is totally possible.
Tried again this morning and immediately got a better run. Shaved 6 seconds off. A few places I could've played a bit better, but no major mistakes like last time. If I clean it up I can get sub 5. Better RNG or routing changes could bring it lower.
Welp, found a better route. There's a way to skip the double jump which saves a ton of time and cuts out the mini boss. Pretty sloppy. I'll try to clean it up.
And... I improved on the last run almost immediately. Still has plenty of room for improvement (that first jump is kind of embarrassing and the last room is ugly.) I think if this were cleaner it could be around a 3:15. If I could find a way to get through the spikes without the float then we could get really low.
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Damn this really is stellar
That last fight drove me nuts the first couple tries and then as soon as I figured it out it became instead consistently challenging, which is really a sweet spot. Really nailed it, imo.
Nice game! I had a lot of fun. Very cool and lots of polish, oomf, and personality. I think if you worked out he bugs, added some more plot and levels, you could sell this on Steam.
Really good game! Keep up the good work!
Why don't you just expand this and sell it on Steam?