Splitscreen Hide N Seek by PackNSlash
(First Game) It combines "Splitscreen" with "Hide and Seek" for some fairly ironic gameplay. Player One moves with WASD and has 10 seconds to "hide" in the maze. Player Two (IJKL) then has to find them. The Hider can "crouch" to obscure their position more, but cannot move while doing so. Once the Seeker finds the Hider, the game is over and returns to the main menu.
| HTML5 (web) | https://packnslash.itch.io/splitscreen-hide-n-seek |
| Original URL | https://ldjam.com/events/ludum-dare/41/splitscreen-hide-n-seek |
Ratings
| Overall | 939th | 3.063⭐ | 26🧑⚖️ |
| Fun | 1040th | 2.717⭐ | 25🧑⚖️ |
| Innovation | 775th | 3.13⭐ | 25🧑⚖️ |
| Theme | 465th | 3.75⭐ | 26🧑⚖️ |
| Graphics | 1037th | 2.413⭐ | 25🧑⚖️ |
| Audio | 763th | 1.5⭐ | 19🧑⚖️ |
| Humor | 718th | 2.643⭐ | 23🧑⚖️ |
| Mood | 1090th | 2.381⭐ | 23🧑⚖️ |
| Given | 22🗳️ | 13🗨️ |
Even more so that the only screen shown on the "eyes closed" counting is the hiders.
Note:
I did not get to play test with another person, but the input scheme made it quite easy to play both sides on my own.
Feedback:
+ Needs a way for the hider to determine which tiles have been mapped vs. unmapped. Maybe greyscale tinting or coverage mini-map upon holding down a key.
+ Would benefit from progress tracking. Showing an approximation/percentage of how much of the map has been covered by the hider could raise tension.
+ Step-wise movements are mostly fine, but having no animations when turning can feel a bit disorienting since the entire view changes by a lot.
+ Turning vs. strafing input keys might feel swapped for some people. I'm torn on this since it felt odd as the hider but intuitive as the seeker somehow.
Overall, great execution, and very true-to-theme.
(I'd like to rate it, but unfortunately it seems to be participants-only.)
I could be wrong, but there should probably be a threshold of coverage that is well below 100% as the condition for the hider's victory. Otherwise, a winning strategy for the seeker is to just sit and wait in a small room or at the starting point, guarding that little bit of unmapped space. That would make the most boring & annoying strategy becoming the optimal one, which is probably not what you would want.
@juju Was a lot of fun playing with my roommates, crammed and "cheating".
@phaze0 To be honest, didnt even think of it as "closed eyes". Feature or Bug? Yes.
@Ripter Thanks! Seemed like an ironic enough combo.
@apirux I appreciate the thought you put into it. I was thinking about a Hider goal other than running around until you're caught. Map coverage is a good one! The movement was haphazard and added fairly late, so I couldn't add animations or smoothing like I'd liked. I went back and forth with the controls before settling on the ones implemented. I liked rotating better than sidestepping, but felt it was disorienting, so I added both.
@arun-donti Yeah, I feel like the theme was more 'play styles' than genres, as that was too limiting.
And Thanks to everyone else for trying the game and rating! Means a lot.
Yeah, you got a lot done under the constraints you had. The procedural map generation seems like it involved a lot more detail and consideration than it appears at a glance. The turning animation feedback was more to point out that just having it for turning would be enough to make it work. I figured it was more a matter of time constraints prohibiting further polish rather than an actual oversight.
And I'm glad you included both turning and strafing in the controls. Strafing motion usually feels more efficient and responsive to the player, but turning capabilities are absolutely required for this game to be played properly. I don't think that dilemma could be easily solved, short of a luxurious solution like controls-mapping options.
You sure did some good work with all the constraints and tricky design/implementation details here.
@Chaseplays I'm glad you had so much fun! My roommates and I had a time playing as well.
@frozenfire92 Thanks! I have so many graveyard projects I can't seem to get moving. This was a nice step
@pogo That's the idea!