Museum Keeper by Louspirit
Welcome brave Museum Keeper!
Using headphones are higly recommanded :smile_cat:




Sinopsys
Congratulation, you have been hired to be the night keeper in a museum that just opened. An easy job at first sight. But the patrol gets harder with the amount of pieces of art delivered.
Controls
- Z/W to move forward
- Q/A to move left
- D to move right
- S to move backward
- Mouse to look around
Team
- @Clemzd : gameplay programmer & music maker
- @Liing : designer
- @Louspirit : level designer
- @Popo3744 : character designer
Notes
- The statues are models that we created in previous games
- The glass material is from Unreal starter content
| Windows | https://gamejolt.com/games/MuseumKeeper/301921 |
| Windows | https://mineogames.itch.io/museum-keeper |
| Original URL | https://ldjam.com/events/ludum-dare/40/museum-keeper |
Ratings
| Overall | 738th | 3.265⭐ | 36🧑⚖️ |
| Fun | 907th | 2.871⭐ | 37🧑⚖️ |
| Innovation | 476th | 3.271⭐ | 37🧑⚖️ |
| Theme | 528th | 3.486⭐ | 37🧑⚖️ |
| Graphics | 604th | 3.443⭐ | 37🧑⚖️ |
| Audio | 306th | 3.471⭐ | 36🧑⚖️ |
| Humor | 713th | 2.625⭐ | 34🧑⚖️ |
| Mood | 495th | 3.386⭐ | 37🧑⚖️ |
| Given | 45🗳️ | 32🗨️ |
Don't know what tricks this burglar is using, but sometimes he would just disappear after taking a corner.
I think luck also plays a big part, since sometimes the burglar would just pass in front of me, while in other occasions I never got to see him.
Keep up the good work!
"Nah, I'll just walk into them and end the night."
This is a really solid game all round, so good work!
The use of theme is very good but as the game progresses it seems to be more luck than skill as I recall being stuck on one day for a long time and then suddenly I won by accident as the burglar ran into me. Perhaps having a few unlocks on the way like faster movement and/or a torch could've made this feel a little less RNG based.
The graphics are inconsistent in style. Understandably it is a game jam game and keeping things consistent isn't always possible, but if the art had been kept minimal (no textures, less reflection, slightly brighter lights) it probably would've looked better all around.
Moving is a bit clunky, you ideally want an option to quickly face another direction when trying to pursue the burglar instead of turning like your heads stuck in honey or something.
That being said, I really did enjoy it (hence the essay), the level is large and well designed and the use of sound to locate the burglar (and seeing him pass by doorways in the distance) is fantastic and a nice variation to a typical stealth game. Great job to all :grinning:
- The gameplay idea is simple and really fun.
- The music and sound effects gives the game the a scary and mysterious atmosphere.
- The starting story is fun and it fits the game super well.
- I liked the hint to your old LD game.
What could have been better:
- The burglar is really hard too see because the burglar and everything else is really dark.
- There is really not much to do in the game.
- The player movement speed is super slow.
- The player camera is too close to the floor. This make every thing looking to big.
- It could have been fun with a bit of camera shake on the player camera, when the player walks around.
- The game felt too long. The issue here, is that I am doing the same thing to many times.
- I would have liked an end story/scene, like the start story/scene.
gameplay was a little stale after the first few and could be made more interesting if there was more after-theft agency
enjoyable to play and finish though
The area which needs improvement is the movement and camera motion. I found it was a bit too heavy and uncooperative. Also, after playing for somedays it becomes too repetitive. Maybe you can spice it by adding skills not to just run into the burger to catch him. Still, it has a potential to become something bigger. Congratulations!
I also liked the little conversation you used as an introduction.
One thing that would have been a good addition is sprinting.
Another little criticism of mine is that the difficulty just ramps up, meaning you have no choice over whether you buy an artwork or not.
That way you used the theme but didn't really do anything too creative with it. If there was some choice involved, like you earn more money the more paintings you have but you also have to protect more paintings.
__But__ by introducing this money mechanic you could've implemented some other addition, for example you can spend your money on some security cameras which give you a better idea where the burglar is.
This way you could've put some play into the theme itself, having a choice that has both positive and negative consequences.
Yet some thoughts come:
The ambiance is too dim that it's really hard to see the burglar. That reminds me of how Dead by Daylight deals with this.
The speed up by pressing space is buggy that if I'm speeding up through a door I's get stopped by it.
Maybe a map will help since it's hard to remember positions so well.
Suggest give more highlight to the works so I can identify them easily. And also I can judge whether it's been stolen.
At first by the music I thought it was a scare jump horror game (I'm bad at that), but it turn out the game was not one of those. The sound was really thematic and voice acting was surely impressive! The appearance of the burglar is very interesting as well and I liked him (is this Stockholm syndrome?). I'm also very impressed with the design of the music as a whole and the art pieces jab especially.
The AI was a bit too simplistic though, and probably because of that, by the 10th day it started feeling repetitive. It is a bit of a pity for the very interesting burglar character. If only he knew how to hide or in some way more elusive at later level it would be more fun.