HeistLyfe by benmcnelly
Thanks for checking out HeistLyfe
Plays best on windows Desktop: Collect safes, artwork and cash laying around for some reason. BUT BE CAREFUL. If security gets after you, their damage makes you lose monies. Lose too much and it starts taking health. Collect enough to get the extraction point to appear, and see how much you can get away with. Watch out for alarmed items.

Post Jam Thoughts:
We wanted to do a top down 2D game this time (because 2D is easier right??!? (it isn't)) so we could focus on making sure we had good gameplay. I think even though we had to do a lot of learning (like using tilesets) we still got a good number of features, however we had to comment out a few things like slowing down when too laden or the guards having guns. We also had one of our guys who had issues with his git setup and couldn't get us all the custom artwork for the steal-able paintings, which would have been fun, they were super creative.
| Source code | https://github.com/benmcnelly/ludum-dare-44 |
| Windows | http://fbstudios.com/LD/44/HeistLyfe.zip |
| HTML5 (web) | http://fbstudios.com/LD/44/web/ |
| Windows | https://github.com/benmcnelly/ludum-dare-44/releases/tag/0.1 |
| Original URL | https://ldjam.com/events/ludum-dare/44/heistlyfe |
Ratings
| Given | 28🗳️ | 58🗨️ |
I like the presentation of this game, with multiple "screens" to display all of the information. It's a little rough around the edges (I couldn't consistently "yoink" things by standing next to them and pressing E) but I like the idea of an art gallery heist a lot. And the different flavor text you can find from the things you steal is cool to discover.
SUPER impressive that you did all this by yourself! Awesome work!
I agree, this would be way more fluid with a better 2D controller, in the post jam release we will do it up right. Congrats on making it out!
I just can't rate your game really objective. I had really bad feellings about it. So I'll try to rate it with avarage or a litle bit better. Sorry for these scores but I think you should to try to optimise it, if you want to develop this project further.
The tone and theme were pretty fun! I ran the WebGL version and it seemed to work okay.
A few points of feedback:
1. If you end up doing another 2D game in the future with similar player character movement, I would recommend going with a rigidbody/force-based movement system. It would smooth things out a bit and make collision detection cleaner.
2. Looks like something might have been glitching a bit with the lighting. As a tip, if you want lighting in a 2D game but the light doesn't project onto anything but the floor, try using a white gradient .png instead! Doesn't slow down your game, and you won't have to deal with Unity's funny issues when it comes to lighting.
The only thing that could be better done is to use separate collision box, mounted at characters legs. So that the collision between my head and other characters' feet is not considered a collision. In the current way is too hard to avoid characters...
Otherwise, nice job!
I gotta go yoink some monies! :)
This is my playthrough:
https://youtu.be/DS2i1qC1jkA