Gold Thief by Cryptoporticus

[raw]
made by Cryptoporticus for LD25 (COMPO)
Controls:

Use the arrow keys to move and space to interact with certain objects. Press M to turn the music on/off.

You play as a gold thief who must avoid being caught as he tries to steal gold.

Ratings

Coolness 68% 3
Overall 3.38 164
Audio 2.81 237
Fun 3.36 131
Graphics 2.68 475
Humor 2.25 456
Innovation 2.70 430
Mood 3.36 99
Theme 3.50 230

Feedback

adnzzzzZ
17. Dec 2012 · 19:27 UTC
Even though this was really hard (those double lasers too OP) and I don't like repeating stuff over and over I played it through to the end!

This is a game that could really benefit from some lighting algorithms like this (http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/). It would make the game look better and you could probably add some features based on it too. Otherwise, good job!
gameXcore
18. Dec 2012 · 22:36 UTC
This is really well done, I can see this being a good basis for a full game. Reminded me very much of the impossible game.

It didn't appear the security cameras did line of sight checks against walls which would have been nice.
kevincorrigan
19. Dec 2012 · 02:01 UTC
Nice game, get pretty challenging later on, and the controls are nice.
xandy
19. Dec 2012 · 02:05 UTC
liked it but the slow player movement makes failures on the way back to the start very frustrating.
h.attila
19. Dec 2012 · 03:04 UTC
I liked the idea of a heist game with an abstract graphics style. I think the music loop is too short, so it quickly got repetitive, and the game got hard really soon.
mcc
19. Dec 2012 · 03:09 UTC
this is a good seed of an idea, and i like that you started out with a sort of mini-tutorial. you could definitely take this further, too. i'd tweak the movement to make it a bit faster, though - it's ok but didn't quite work for me once i got to the part with the lasers (which i had problems with because their pattern wasn't particularly well communicated).
Toadpud
19. Dec 2012 · 03:49 UTC
Awesome. One of my favorites so far. That said, the last level was frustrating, why did the button have to be down that long hallway? That was just tedious.
TakeNapEveryday
19. Dec 2012 · 04:45 UTC
I'll admit I got frustrated and gave up trying to get past the double lasers, but the controls and gameplay is really well done. A bit annoying having the pop up text information covering the player when there was plenty of room at top or bottom of screen for it.
InfN555
19. Dec 2012 · 18:02 UTC
The idea of this game is great, and I really like the "torch" idea of the guards. There are a few bugs, like the fact that you can get stuck on a wall if you walk too close, but if you fix that and get more time to do the graphics, I think I would play this again. :)
HeXoT
19. Dec 2012 · 19:43 UTC
Cameras kept killing me :/

It could be improved a lot as mentioned before, but it makes a great challenge.
zenmumbler
19. Dec 2012 · 20:28 UTC
Knowing how far any actor can look beyond what you've drawn as their fov would be handy but I guess that would make it too predictable. If you indeed add onto this with some calculated lighting you could end up essentially playing Metal Gear Solid but only seeing the radar screen, which is fun enough.
markengley
19. Dec 2012 · 20:45 UTC
A nice idea, although the pacing was a little slow - too much walking between puzzles and repetition. Also the cameras and other stuff were on complete hair triggers.

You got an amazing amount done though, and overall this is a really solid effort. Well done!
zompi
19. Dec 2012 · 20:51 UTC
I love stealth games. That two lasers room was really cool. Only that blocks of infos were annoying because they covered the game. Anyway, really good game :)
dansludumdare
19. Dec 2012 · 20:54 UTC
I also wish the player moved faster.

I wonder if it'd be a good idea to implement multiple entrances/exits? As it is now, you basically play each level twice. It would also add more gameplay in the form of route planning.
BrothersT
20. Dec 2012 · 03:22 UTC
Nice simple puzzles tha get progressively harr at a good rate for a short game! Sight-areas could be a bit more accurate.
blob
20. Dec 2012 · 23:12 UTC
That was super cool ! I found myself trying to finish the levels as fast as I could as in super meat boy: you should add a timer and save the player's best time for each level. The game feels really fun and the simple art and music did the job well. 5 stars for Fun.
delpes
20. Dec 2012 · 23:31 UTC
Very nice and challenging. Goo control. More levels pls :)
arhpositive
23. Dec 2012 · 16:42 UTC
Nice entry, needs more levels. :) Background music sets a good mood.
ceronman
23. Dec 2012 · 17:38 UTC
Very fun game. Nice learning curve. Nice controls.
burtlo
03. Jan 2013 · 23:56 UTC
The fourth level chugged a little on my computer. Though I admit I am running Windows through Parallels.

The line of sight for the cameras and the guards not being the same as the cone frustrating at times.
burtlo
03. Jan 2013 · 23:57 UTC
Enjoyable and well delivered on the concept of thievery. As others said, an entire game built around the concept would be a welcomed game to my collection.
StMatn
04. Jan 2013 · 01:27 UTC
Nice entry! Was a bit frustrating, that the line of sight was a little unclear, but the game was fun anyway.