Stealth Organ Harvest by SharpLoaded

Keys
WASD - Move
J - Kill
K - Grab/Drop corpses
L - Toggle power boxes
About
The idea was a monster that harvests organs and use them to upgrade itself between levels. Unfortunately I did not have time to implement upgrades.
Software
Unity
Beepbox.co for music
Ocenaudio for sound editing. Recorded all sounds myself.
| github | https://github.com/unremarkablecoder/ld52 |
| itch.io | https://sharploaded.itch.io/stealthorganharvest |
| Original URL | https://ldjam.com/events/ludum-dare/52/stealth-organ-harvest |
Ratings
| Overall | 119th | 3.605⭐ | 21🧑⚖️ |
| Fun | 31th | 4⭐ | 20🧑⚖️ |
| Innovation | 224th | 3.111⭐ | 20🧑⚖️ |
| Theme | 322th | 2.421⭐ | 21🧑⚖️ |
| Graphics | 282th | 2.921⭐ | 21🧑⚖️ |
| Audio | 81th | 3.611⭐ | 20🧑⚖️ |
| Humor | 110th | 3.118⭐ | 19🧑⚖️ |
| Mood | 68th | 3.778⭐ | 20🧑⚖️ |
| Given | 30🗳️ | 12🗨️ |
For anyone who got stuck: You need to press (1), (2), (3), etc to play each level.
@kaliuresis Thanks! I would have liked to do more levels. Feels like I barely got to showcase the mechanics I implemented.
Is it by design that you can reach the exit even if you do not kill all of the enemies?
It would have also been super nice if you had to hide the bodies somewhere before you can move on.
You put a lot of fun mechanics into this game, the slowly building suspicion tension that gives you a fighting chance even if you get caught, being able to run away successfully (especially useful in level 5) and even baiting enemies with corpses. That large amount of stealth variety added a lot of replay value, I went through a lot of runs in level 5 going through different options to beat it. I think you perfectly hit that feeling that makes good stealth games with this. Super fun game, well done!
@captaindreamcast Thank you! Very happy you enjoyed it!
Level 4 and 5 really made this game stand out. The way you need to plan your route and how you need to lure them away from each other is awesome. Would have loved to play more levels. Great job!
I think there is potential to create more puzzle-style levels. There were many ways to solve the levels. I would have enjoyed a hard level!
The simplistic graphics added to the experience :slight_smile: - it lets your brain fill out the details.
The only thing I have to add is that maybe I'd have liked an indication of where the mobs are moving to / looking at. (Unless you want the game to be about the observation as well, instead of just planning & execution.)
(P.S. Given my own games' title, I had to play this one, of course.)
@remco My intention was for the game to be about observation too, but it is and interesting idea. Definitely worth trying I think. Thanks!
I like how you implemented the sight mechanic, with the raytraced lines to represent their field of view. I liked how their visions radiates outward. It does a good job representing the fact that you'll be spotted faster if you're right in front of the enemy.
I understand that the picking up mechanic was for the upgrade system you had planned, but since it has no purpose in the current version, I think you should have removed it.
I like how getting spotted can sometimes be a useful tool to draw an enemy away, as used in the last level. I think there is a lot more design space here than was used in these five levels.
Nice work!