Rescue Mission: Amateur Hour by jsladovic
Help our team of ragtag infiltrators rescue a number of endangered creatures from the confine of a heavily guarded private Zoo. Explore three levels full of ever-escalating security, avoid patrols and surveillance, and try to bring our mythical friends to safety.
Art design by https://www.instagram.com/sparrowich/
Sound design by https://www.instagram.com/tmikic100/
| Youtube | https://github.com/jsladovic/ludumDare46 |
| Youtube | https://feelgoodopg.itch.io/rescue-mission |
| Original URL | https://ldjam.com/events/ludum-dare/46/rescue-mission-amateur-hour |
Ratings
| Overall | 1380th | 3.431⭐ | 53🧑⚖️ |
| Fun | 1514th | 3.18⭐ | 52🧑⚖️ |
| Innovation | 2062th | 2.824⭐ | 53🧑⚖️ |
| Theme | 2341th | 2.84⭐ | 52🧑⚖️ |
| Graphics | 1584th | 3.353⭐ | 53🧑⚖️ |
| Audio | 1267th | 2.99⭐ | 51🧑⚖️ |
| Humor | 877th | 3.149⭐ | 49🧑⚖️ |
| Mood | 1087th | 3.459⭐ | 51🧑⚖️ |
| Given | 24🗳️ | 12🗨️ |
the mechanics r great
and the idea is cool
I didn't understand what to do a lot but I liked the gameplay
its good when u hide and stealth
cool game actually
good luck
My main criticism would be that the walk cycle feels very slow with the size of some parts of the levels, I'm just kind of sitting there holding a key down at certain points, rather than thinking about being stealthy. I think this would be something that would be very easy for you to tune with a bit of play testing - I know how hard it is to make really tight levels during a jam, so not a huge problem!
Well done - thanks a lot for sharing!
Awesome work!
one thing I could really appreciate was that it felt done (mostly) most games here have something which they had to sacrifice to get it done but here there's music, there's the guy that helps you there's the way the color of the lights change when they see you. it really feels finished :)
The walking area is very large until getting some action, that's my only remark.
Nice feedback on getting seen. The fade to red is well done.
I like the animal names, very creative.
really fun character designs.
initial was slow but it ramped up well good job
- loved the music and the overall mood
- Nice character design
- loved the simple and efficient gameplay
- the level design is quite challenging :)
A risky, faster movement option is direly needed. It is not interesting at all to slowly go through the same zoo again multiple times at the beginning of each level and when caught by a guard.
Some assets are lacking textures and the ground texture for instance doesn't tile that well (messy overlapping here and there). The dynamic light count seems too low, but maybe some of the lights turned off on purpose. It was hard to say. Nonetheless, when using deferred rendering this should not be an issue.
I noticed some bugs. The scooter guards don't stop and wait when spotting the thief. They kind of do, but then move away again! In the third level all of the guards, for some reason, conveniently stop when the thief is close by rendering the level very easy.
Let's wrap up with the theme. Keeping it (the creature) alive is in this case functionally the same as keeping the thief "alive" (as in, not locked up) because they both move together all the time and there is not reason to put the creature down, which is to say the thematic connection is weak. This could be remedied with mechanics where the thief has to go pull some levers, push some boxes or complete similar tasks alone, which then open up a path for the creature (and the creature can be spotted while the thief is doing his thing).
So in all, a playable jam title you managed to put together in three days, which is always commendable, yet the design and execution could've used more work. Keep at it!
Again, massive thanks from the entire team, you don't know how much this feedback means to us!
I didn't know there are multiple levels - I got the text message at the end and went through the gate, touched the rope at the beginning, but nothing happened. Maybe I did something wrong or there might be a bug.