Santacrifice by Epono
Sneak in, capture kids without getting caught, sacrifice them to the fireplace God for gifts and exit through a fireplace!

Controls
- X, Y, B / x : Use (hide when near a hiding spot, snatch kid when near a bed, sacrifice kid when near a fireplace or exit if all the kids have been kidnaped)
- A / space : Jump
- Left Stick / Arrow keys, WASD : Move around
PS : Santa's lines (and obviously the MSG alert sound) are not self-made, but other SFX and the music are.
Ratings
| Overall | 469th | 3.477⭐ | 24🧑⚖️ |
| Fun | 377th | 3.432⭐ | 24🧑⚖️ |
| Innovation | 430th | 3.25⭐ | 24🧑⚖️ |
| Theme | 433th | 3.595⭐ | 23🧑⚖️ |
| Graphics | 745th | 3.045⭐ | 24🧑⚖️ |
| Audio | 545th | 2.861⭐ | 20🧑⚖️ |
| Humor | 164th | 3.636⭐ | 24🧑⚖️ |
| Mood | 445th | 3.405⭐ | 23🧑⚖️ |
| Given | 21🗳️ | 5🗨️ |
Sprite ordering issue creates some hilarious moments with sofas :)
@blobo, yeah we wanted to introduce some kind of health system but ended not having the time to implement it :/
@persy, it's a tough one indeed :D It's not a sprite ordering issue, it's very intended :) you can hide under tables as well.
I don't know if the problem is my machine, or the WebGL build, but I couldn't hear any music or sound effects. Based on the other comments, it sounds like I'm missing out!
The stealth mechanic was interesting, but I don't know if the visibility did anything.
Fun game :)
Some of the rooms in the first level felt like giant empty spaces, so the level design perhaps needs a bit of work. The jump animation needs to be slowed down, you're not in the air for anywhere near long enough to have precision control over where you land. The elevators on the second level are more trouble than they're worth: more often than not there's someone waiting at the other end who spots you immediately, and on one occasion I entered an elevator and immediately died because there was someone passing by the other door at that exact moment. (Do the elevator doors glow red when there's someone nearby on the other side, or do they always glow red? The former would be a good idea.)
A couple of people have noted that getting a game over dumps you back to the first level, but I'd also like to note that the "Yes", "No", and "Continue?" timer on the "Game Over" screen are all layered on top of one another, making it very difficult to select a specific option.
Great idea, just needs some polishing.
@zozer, you're right, it's desperately lacking some polish :/
@pennycook, thanks for the kinds words :) Never encountered that bug though, maybe a browse thing.
@rkuhl, thanks for the feedback, we'll check what's wrong.
@aurel yeah, I don't know why we made the player restart the whole game, this definitely needs some fixing.
The way visibily works is quite simple: NPCs are dumb, if you hide behind a couch or under a table, they forget you exist ^^
@franciszek-pyrc, we encountered it early on but we might have become accustomed to it because we totally didn't notice it when we played the release build before uploading ^^ any pointers?
@nander, sorry you feel that way, would you mind developing why you didn't appreciate it?
@folex70, thanks :)
@f1krazy, thanks for the detailed feedback. Yup, level design is meh, we wanted big rooms but didn't have enough to fill them sadly. As for the elevators, they indeed glow red when someone is approaching but since this mechanic was added very late, there might be a glitch somewhere. And for the game over screen, noted, didn't quite catch that :/