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THIS IS SO GOOD. but i wish that there were more tools, more in depth hacking and systems and a way to incapacitate guards,cops. Maybe even fake ratting to lure guards and steal there clothes

Deleted 2 years ago
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I definitely second this. This is a really good game in itself already, but it's a good basis for so much more!

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Spotted a small bug: 
If one burglar disables a camera, then the second burglar disables the power in the view of same camera, the camera still gets activated when the first one leaves the console (even though the power should be off now).

super thanks for this bug report! fix will come in future patch.

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Jesus Christ. The way it kinda freezes when your one player was caught and the other one escape was creepy like what the heck was that? But seriously tho, this game is great! i'm just not good at this kind of game.

hehe a bit of spook is never wrong, right? ;)

thanks for the kind words, and for trying the game out!

Deleted 2 years ago
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What a great game!

It would be nice if you could distract the guards somehow to give just enough time to crack the safe (like when one player bumps into an obstacle, the guards go in that direction to investigate).

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Hi! Thanks for playing and commenting! 

The guards will react to sounds though, maybe not in a perfectly predictable manner, just like real guards. ;)

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Without a doubt, this is one of the most fun games I've played. Kudos to that, guys!

Wow! thanks a ton! it's so fun to watch you play as well! crackin' those safes as a pro!

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This game is fantastic and definitely has potential! I do have a few criticisms about the game as well as some ways to improve it. First of all, there is no clear way to crack a safe or perform any of the mechanics in it. Most things are discovered through trial and error but this does not fit into the safe. There should be some form of the tutorial the game provides so that new players can understand it and find success earlier on. 

The map design is somewhat flawed, and some maps won't provide you with anything of worth with some rooms being completely impossible to gain access to. In my opinion, it should be possible to obtain every valuable item on each map (regardless of how difficult it may be to do so). 

Finally, it is far too easy to accidentally lose one of your burglars. They both spawn somewhere on the outside of the map and one button press in the wrong direction will cause them to leave the scene, making some maps impossible. I believe that in replacement for fully escaping, the burglar should simply be put on standby. This means that they will wait on the outside of the map and escape automatically when the time limit is up (or when the other thief is also ready to escape. The character would still be accessible and able to move, but if placed in the "exfil area" will be able to escape.

In addition to this, a possible feature that could be added later on is a builder mode, where players can build maps for other players to try and steal from.

Other than these things, this is a great game and is a good start for what may come!

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I have been playing this for a while and largely agree with you. However, both the hacking and the cracking took me a few times to figure out, which kinda added to the fun to me. There is actually a clear foolproof way of doing both, but you need audio for the safe, as is clearly mentioned somewhere.

Maps are not always 'solvable' in a stealthy way indeed, which is also clearly explained somewhere. It also adds to the experience in my opinion. Sometimes when the big bucks are hard to reach I just bust in, grab a statue to at least cover my expenses and then bolt.

Fully agree with the off-screen thing as well, it annoys me sometimes, ruining a perfectly do-able house because one burglar escaped already.

I'm super happy you took the time to write this, and thank you for playing! :D

swoopie has already been so kind to respond to some of you concerns, but I'll try add some dev perspective as well.

You are fully right in your criticisms because the game is lacking good UX in big areas, but I'm sorry to say that most of these will not be fixed in this incarnation of the game, because it's made in pico-8 which has hard restrictions on code length so to add stuff something else has to be removed. Anything You think is superfluous?

The misclick escape is another thing though. Because you and others have had this problem it'll end up high on my todo, and thanks for the suggestions!

Also, since you mentioned building own levels I'd like to mention one of my inspirations: the Castle Doctrine by Jason Rohrer, dont know how active it is anymore but it's worth checking out!

Yeah sorry, wasn't my intention to put on your hat, but when I really like a game and its concept, I get a bit involved sometimes ;)

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hey that's perfectly fine with me, super fun to have people engaged in the game! you are so friendly i have zero concerns with this :D

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like it~~~~

nice, thanks!

Took me a while to actually rake in some money, but given some patience and fiddling I managed to pull a good heist :) Still got things to discover probably. Like it! And I always love procedurally generated games. High replay value. Good game!

One small point of feedback. Whenever you let your second burglar escape to the right of the screen, you are pressing 'right' rapidyl, also causing you to skip the result screen, which is a bummer because I'd like to see how much I've stolen ;)

And another one. It's quite annoying that you can so easily accidentally walk off the screen and escape.

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hi, congrats on the heist! :D thanks for playing and i appreciate the time taken to write these comments!

I know the game have some UX issues, I'm looking into fixing them if I can without sacrificing gameplay elements. Because the game is in pico-8 and thus have restrictions on code length so it's a matter of taking something out first. I might remove the police light thing, wdyt?

Ah, right, that's an interesting dilemma. I think actually that the red/blue lights add to the stress of escaping. Not sure if I would take anything out at this point. Let me do another playthrough to see if I can come up with some alternative suggestions.

Don't think I would take anything out :-) I think players will just have to be more careful when maneuvering around the edge of the screen. Only thing you could save some code on is the whole 'busted' sequence, but then again, the burglars deserve a good game over sequence ;-)

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thanks a bunch for taking the time to write! I'm happy you like the busted scene :D

what I meant with police lights was those icons that pop up when you step into a lighted area, you are then "seen" (raising the wanted-meter). If you're seen too many times in a row you get caught before entering the next building. It's not deeply explained in-game, but I needed some way to promote sneaking, and not just smash-and-grab every run (as my testers figured out and got a bit bored).

it's the one thing i can think of that might be too intricate for the rest of the feel of the game. 

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Ahhh right, I didn't really know what those meant indeed and they also felt kinda out of place and out of style. So yeah, I agree, those can be left out. For me, I only look at the amount of 'lights' at the result screen anyway and try to avoid being seen anyway.

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I hear that I need to reevaluate them with my testers then ;)

And thanks for replying to other users above, appreciated that your tone is so polite but on point! thanks!

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