The Kleptocracy of Rodentia by JemSmith
It's a harsh, cold world out there for a small rodent, and your only means of making a living is by stealing. Break into the houses of the wealthy cat populace, loot their valuable possessions, and get out. With your loot bag you can scavenge to your heart's content, but if you don't restrain yourself your loot will weigh you down and make for a perilous escape!
Controls: - WASD or Directional Keys: Move - Space: Steal or Interact - E: Pick up/Drop loot sack - Left Shift: Run
Credits: - Luc Wolthers: Art - Jem Smith: Code - Marcel Marais: Additional animation - Jason Sutherland: Music and sound
Please note: The OS X version has some start up issues on some macs. We're looking into the issue and will upload a fixed build if we figure it out.

Ratings
| Overall | 103th | 3.9⭐ | 32🧑⚖️ |
| Fun | 159th | 3.621⭐ | 31🧑⚖️ |
| Innovation | 314th | 3.233⭐ | 32🧑⚖️ |
| Theme | 855th | 1.69⭐ | 31🧑⚖️ |
| Graphics | 6th | 4.806⭐ | 33🧑⚖️ |
| Audio | 38th | 4.097⭐ | 33🧑⚖️ |
| Humor | 144th | 3.25⭐ | 30🧑⚖️ |
| Mood | 40th | 4.172⭐ | 31🧑⚖️ |
| Given | 28🗳️ | 25🗨️ |
The walls prevent me from seeing my character and the objects in rooms,it would be better if the front walls are transparent.
Also the game was a bit laggy, even with reduced graphics settings.
The graphical design overall was pretty good and the sound effects matched nicely with the game.
Good work.
Algorithm-generate content keeps the game can be played many times.
Problems:
- the biggest is that i cannot adjust my view of point. also the lower side of the room are blocked.
- give furniture physics is a good idea. However, please give me visual feedback when I can hide in the furniture. maybe an 'E' letter?
- game mechanics is a little simple.
Needed 5 tries to escape with my loot the first time.. :D
AI acts a bit stupid, but that is kind of funny. Sometimes the player spawns just in front of a cat, that is a bit annoying. But all in all it's one of the greatest games I played here so far! Good job!
As others have mentioned, camera controls would be excellent, even just at 90 degree angles, and I would love to be able to better tell where I can hide. It's not at all obvious which elements of furniture have that property.
I'm not clear on how the game ties in to the theme, though. You don't seem to be running out of much, unless it's just meant to imply that you have no power in society?
Also not sure about the theme, but overall well done :clap:.
The camera angle and light level obscuring the environment is definitely something we noticed, but we obviously got a little too used to it. It's useful to hear that it makes finding your way around difficult. We'll experiment with either hiding the front facing walls when you're near them, or having a character outline show through. I'm a little more in favor of having some interesting wall cutout effect happening, to show the player. Items may need some sort of extra effect to be able to see them better.
Unfortunately, the AI is something I struggled with towards the end of the jam. More specifically, the problem lies with the pathfinding and the way I'm integrating the character controllers with Unity's navmesh (as well as having the navmesh get dynamically generated once rooms are randomly laid out). This is not something I've had a lot of experience with, so there are still plenty of problems. On the plus side, they present a fun challenge to solve. My takeaway here is that I shouldn't have left solving these problems to the last few hours of the jam, when my brain was a gibbering mess :P
Anyway, thanks for your continued feedback everyone - keep it coming!
@fangzhangmnm The lighting magic is mostly Unity's. We set our camera to a deferred rendering pass, use the realtime setting and soft shadows on lights, and
mark house objects as static. If I recall, I also used a darker skybox and set the ambient light level low, as well as a very low light directional light. Most of it is
trial and error, as my understanding of lighting in computer graphics is pretty basic. The main camera also has a bunch of Unity's camera effects, like tilt shift, antialiasing, and screen based ambient occlusion.
Oh and... awesome game name! :D