Hello, I made a game where the understanding of theme is a bit abstract.
I'm sure every person who codes knows something called "The rucksack problem?" That's what I was thinking about. I created a game about a thief who has limited space in his backpack. I will let you see everything else the game has to offer.
I know it's far from perfect, but I'm happy about implementing a lot of elements, many of which were something new for me. I think of this more of an idea or a demo of a game that I might improve in future if I people find it interesting.
Let me know what you think! PS. If you don't like anything about my game, I will blame it on the lack of time to make it better, so here you go :P
The game reminds me of stealing every single item from houses in Morrowind back in the day. I would enjoy a heist/stealing simulator with some clever mechanics.
Although the game lacks content, the mechanics are very well implemented! The lack of a pointer to see where I was looking at made it a bit hard to pick up small items, and the game lagged a lot even with so little graphic objects, but otherwise, I'd love to see this expanded! Felt like a promising demo of a bigger game! :thumbsup:
It's not broken - it's been working since release and I check it again just to make extra sure. I played the game 30 seconds ago. Maybe it's something with your browser?
Damn guys, thank you for mentioning it @joror ! I will fix it immediately. As my excuse, I put the game in 3 different links (source, windows and web) and I just forgot to publish one of the links. Terribly sorry! It should either work in web right now or as soon as it updates - it's public now.
I like the game's concept ! I think you could easily implement new mecanics and objectives in the game :) you obviously ran ouf of time but it's a nice compo ! Well done !
Graphics are good (of course they are, Unreal always looks good), and the houses feel nice, but I wasn't able to test beyond the "Relaxing Heist" level (in the HTML5 build, at least) as none of the shop upgrades seemed to work. Couldn't duct-tape the camera, perform lockpicking, or use a keycard.
With some more time to improve it, I have a feeling this'd be quite solid!
Nice game, I hope to see more updates and improvments sooner. If you don't bother take a look at our game when we focused on Graphics and visuals and see the results that we got: https://ldjam.com/events/ludum-dare/42/spacelab-42
Agree w psychead, I've always found the Elder Scrolls rucksack minigame and interesting, not necessarily cuz of the action itself, but because you start to develop a natural sense of value/weight just by glancing at a room, a sort of 6th sense. I like the idea of focusing a whole game on that mechanic and would love to see this taken further.
Great idea, but not well delivered. The mechanics are interesting and innovative.
However, the bugs were annoying. I tried web version. It showed "pick up" but most of the time I could not pick up with [E]. Hope you can develop further! I guess it can be much better!
Hey, nice idea. A lot of flaws, of course due to 48h time limit, though I think main problem here is project is too ambitious for compo entry, maybe would have been better to go for jam and get some extra time. Items are hard to aim at, a crosshair could help that, though it seems even big items have small hitboxes. Couldn't figure out how to turn flashlight on, but all in all I grabbed a decent loot.
The game reminds me of stealing every single item from houses in Morrowind back in the day.
I would enjoy a heist/stealing simulator with some clever mechanics.