Umbrellespionage by Ilseroth
This game was made for Ludum Dare 32 on the theme of "Unconventional Weapons."
Starring a gentlemanly spy, you must make your way through the embassy and find the crucial intelligence; and any extra on the way. However this is the most heavily guarded embassy and so there are absolutely far too many guards. Use your wits (and their lack thereof) to make you way to victory.
There is only one level but I have all the bits necessary to make more, if there's demand for it. Honestly it was the topic I least wanted to cover, but I think I managed to spin it into something I like and wouldn't mind working on some more.
Note: io.itch doesn't allow for direct links to the downloads, there is a link on the web page at the bottom of it; apologies.
Starring a gentlemanly spy, you must make your way through the embassy and find the crucial intelligence; and any extra on the way. However this is the most heavily guarded embassy and so there are absolutely far too many guards. Use your wits (and their lack thereof) to make you way to victory.
There is only one level but I have all the bits necessary to make more, if there's demand for it. Honestly it was the topic I least wanted to cover, but I think I managed to spin it into something I like and wouldn't mind working on some more.
Note: io.itch doesn't allow for direct links to the downloads, there is a link on the web page at the bottom of it; apologies.
Ratings
| Coolness | 95% | 2 |
| Overall | 3.46 | 296 |
| Audio | 3.21 | 276 |
| Fun | 3.44 | 251 |
| Graphics | 3.52 | 291 |
| Humor | 3.12 | 349 |
| Innovation | 2.84 | 731 |
| Mood | 3.31 | 256 |
| Theme | 3.40 | 509 |
Anyway, really fun and polished game, well done!
(Google Translate, I'm French)
good game and work overall, very polished. congratz.
Want more levels!
Good luck =D
Was fun.
I did notice a few areas where colliders weren't placed on all the walls and such, but other than that it was just about flawless. Great job!
Honestly, if I were to take this game to full production, I'd go in and make a custome collider box for each piece to prevent it; but for ludum, I think that kind of small bug is acceptable, especially when it does'nt effect gameplay.
Unfortunately, I wanted a certain level of polish for the menus, and had to compose a song which ate up the time I was going to use to make a 2nd level (or more.)
Technically, all I'd have to do is knock down their reaction time and aggro range and the AI itself would be fine, but as it was the tutorial I wanted to keep it simple.
It would be cool to have more levels, but that one looked pretty big. And based on your timelapse, it's actually built in the scene, not data-driven, right? Using a level definition file might increase your level design throughput.
The umbrella animation was a little bit slow. I read some advice recently that said to make weapon attacks happen in one (maybe two?) frames and add some sort of trail or blur to the weapon to indicate that it moved. It sounded good to me.
I wasted my darts really early because I was just trying them out. There aren't very many; maybe there were parts of the level I didn't see where they were important?
Really cool, solid entry here. Nice work.
Difficulty might come from having more complex patrol patterns for the guards or remote tripwires or noisemakers that might make them come running. Losing because you alerted a guard you couldn't see doesn't feel as good as losing because you knew what to do but made a mistake in execution, I think.