#CorporateCrimewave by DrHahn

[raw]
made by DrHahn for LD31 (COMPO)
Get In. Get Data. Get Out.

#CorporateCrimewave is a quick game designed to test your strategy skills. Get all the data point, get to the exit, avoid detection.

Tweet your thoughts at me @Element_105, or use #CorporateCrimewave

I am planning to make this for Android, so keep an eye on the itch.io page.

If you see weird white lines drawing, sorry, but it's because of collapsing resolution (runs at at 720 x 1280). They just show where you're moving along.

Controls :
Backspace - Return to Level Select
F - Fullscreen/UnFullscreen
Mouse - Everything Else

Tools:
Gamemaker
Ableton
Photoshop
Illustrator

Some Thoughts
- The art style comes from me just finishing a short graphics design course and falling in love of flat design
- The music done in the first 8 hours, and helped determine the art style and mood of the game. This bit was the easiest because I've been making music longer than games.
- It's the most AI intensive game I've ever made. It's the first game I've ever made that hold any proper AI.

EDIT: - Fixed some collision bugs.
EDIT2: - OSX Version. Untested.
EDIT3: - Removed OSX Build because it doesn't work. Added Windows 8 build because Win8 thinks my Gamemaker games builds on pre-Win8 are viruses sometimes. This build also has a few edits in it from my attempts to get it working on mobile.

Ratings

Coolness 56% 3
Overall 3.91 47
Audio 4.12 13
Fun 3.91 33
Graphics 3.21 476
Humor 2.05 830
Innovation 3.68 193
Mood 3.31 238
Theme 2.85 1111

Feedback

igneousmoon
08. Dec 2014 · 05:45 UTC
The art style and music are very cool!
rabbit
08. Dec 2014 · 05:45 UTC
really cool idea! keep working on this and it will be great. i could easily spend all day playing this on my phone. great job.
Fonserbc
08. Dec 2014 · 05:57 UTC
Wow this one is impressive. So many levels and mechanics! Looks good and I could perfectly see it on phones! Well done!
torcado194
08. Dec 2014 · 06:08 UTC
woooow i really loved this! the idea is very original! This could be taken even further in the puzzle area i think, but you made it more strategy and action which is really cool. good job!
sepharoth213
08. Dec 2014 · 06:40 UTC
Interesting 'stealth' mechanic for a puzzle game, but the controls were really frustrating. Sometimes I would make moves I didn't want to, and being able to control my character directly just made more sense. If the enemies only moved when I moved, this sort of grid based approach would make much more sense, I feel.
Seraphina
08. Dec 2014 · 06:46 UTC
This definitely ate up more of my time than most LD games usually do haha. Great work.
Proximal Pyro
08. Dec 2014 · 06:49 UTC
It was a fun idea and I really enjoyed the bit I played. I really liked the music too!
Catwheel
08. Dec 2014 · 07:41 UTC
That game was solid
Alexandre Szybiak
08. Dec 2014 · 09:57 UTC
Hi, I messed up my entry settings, it's fixed now !
Alexandre Szybiak
08. Dec 2014 · 10:14 UTC
Awesome game, greatly creative level design, all levels bring something new, I never got bored (though it's a bit long to respawn, especially when you die often). I couldn't get past this level : http://a-szybiak.com/img/screen0.png
I don't know if it's a bug or not ?
Anyway great job, awesome music and mood too.
🎤 DrHahn
08. Dec 2014 · 11:12 UTC
@Alexandre Not a bug, but depending on how early a build you got, the collision with the sights was slightly broken, which is fixed in the latest (Not sure when you downloaded)
The Jahn
08. Dec 2014 · 17:36 UTC
Interesting concept, very simple but very fun. Perfect for mobile. And the soundtrack is awesome to boot!

Two notes:
- Had some difficulty telling where the character was at the start of some of the levels; maybe highlight it with some effects or color it a bit differently?

- You can disrupt the character's motion mid-path and redirect it (double click). Not sure if this is intentional, but the game seems pretty grid-based, and this breaks out of it, so I figured it was worth mentioning.

Good stuff all-in-all, though.
TriSquare
09. Dec 2014 · 02:12 UTC
Game was nice, and I played it for a litle but, Very nice play style, Good job :)
Azlen
09. Dec 2014 · 02:12 UTC
Not sure how to play this on mac. Can't figure out how to open it
flatgub
09. Dec 2014 · 02:19 UTC
You really should port this to phones, you could totally make money from this in its current state, its awesome as it is!
egos
09. Dec 2014 · 02:20 UTC
so polished
The concept is good

- need a spot on the charater at the begining
datachomper
09. Dec 2014 · 02:28 UTC
Very cool! Amazing amount of work done for the compo. Just the pathfinding alone would have taken me all weekend!
stjahns
09. Dec 2014 · 05:56 UTC
Cool concept, well polished, tricky puzzles, and sick beats! Would totally play this on a phone while on the can!
Akurn
09. Dec 2014 · 14:00 UTC
Doesn't seem to work on OSX. The download is an name.app.zip. Extracting gives me nonsense files, and renaming from .zip to .app says it can't open on non PowerPC :(
Wertle
09. Dec 2014 · 22:00 UTC
I really liked the feel of the pathfinding-based timing to stay out of sight, I think it will work great with touch and it feels really different than most stealth games like this that I've played. Liked the transition between scenes, I think the art style is very cohesive. Wasn't sure how to rate on theme since there were multiple screens involved even though the gameplay sequences themselves took place on one screen, but whatevs, I think what you have works fien for the game. Nice work!
Gins
10. Dec 2014 · 11:57 UTC
This is a really amazing puzzle game. One of the best games overall that I've played this LD. My only complaint would be related to the theme, since it's not the entire game on one screen, just the levels are all on one screen.
flyingbear
11. Dec 2014 · 10:38 UTC
This kept impressing me more and more as I played it. I expected the game to end after 10 or so levels, being an LD game and all, but you almost have enough content in here for a full game! And you kept peppering in more interesting mechanics as I got to the later levels, which I appreciated. The only nitpick I might have is that it's hard to pick out your player character when the level starts, I kept not being able to find it for the first few levels. But yeah, there's something about the base mechanic of clicking on a circle to path there while dodging guards that's very satisfying. Well done!
Headmade
11. Dec 2014 · 20:44 UTC
Hey wait a minute, this is not a puzzle game, this is a stealth game! The visuals really threw me off here, but that's is not a bad thing.
Wilson
13. Dec 2014 · 00:43 UTC
A lot of content, nice art+audio and plenty of interesting mechanics. Enjoyed it a lot!
Managore
13. Dec 2014 · 02:34 UTC
Really great stealth game! You managed to squeeze in a huge amount of interesting and challenging content, it's really impressive. I especially liked the run-through areas that didn't have landing circles on them, using those cleverly adds an extra layer of depth to the game.
kothead
13. Dec 2014 · 14:36 UTC
Great game. Very challenging, and skill demanding.
asobitech
17. Dec 2014 · 03:50 UTC
I'm impressed with the level design for this stealth game. Love the introduction of each of the different mechanics throughout the levels.
Nick Weihs
17. Dec 2014 · 03:55 UTC
Really cool abstraction of a stealth sneak game into very simple mechanics. The vision cones on the patrols and cameras where instantly recognizable, and for the most part everything really made sense. None of the puzzles were too involved, and I was able to make steady progress without ever getting frustrated. You have so many different mechanics that each level felt fresh and challenging. The double agents were confusing to me though since they did counter-intuitive things like suiciding into turrets and other enemies. Whenever they showed up, things just seemed to work out without me having to do much so I never felt like they added to the game. The pacing and difficulty ramp were pretty much flawless, the only time I had to stop and ask for help was the first time I had to move through and empty space since I was so used to micro-managing my movement. The overall visual presentation of the game felt muddled, since I am color-blind, I was frequently unable to locate my character at the beginning of the level since the character sprite blended in with the background. I feel like you could have done something to draw the players attention to the character location such as animating or pulsing the colors. The intro hints were really nice for giving some clues on the mechanics for that level. I just wish you could restart the level a little bit faster when you died. Again, super solid level design and I'm really impressed that you were able to get so many well designed levels with such good ramping in the short amount of time. Great game, and thanks for making and sharing it with me!
2HitAdam
28. Dec 2014 · 08:46 UTC
Super polished man! Loved all the little intros the level, gave a lot of character to what's essentially some circles moving around some squares haha.