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.
Wow, what an interesting experience! You got the combination of a sneaking around and the feeling of being a hacker. The character design was also great! Cool! ^^
this game is really good 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
Loved the concept, but it felt really slow at times, a sprint button would have made the game a lot more enjoyable, though audio detection takes a lot of time. For the time given, the mechanics worked smoothly and I really enjoyed the soundtrack.
There's the core here of a really serviceable stealth game, and I like the goal of rescuing animals. I liked the readable graphics, and especially the walk animation of the main character, very sneaky. The vision cones are very fair as well, and I had no bugs or issues with them (which you should be really proud of, that stuff can get really janky if you don't do it right!).
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!
Super fun gameplay, nice concept, cool art. Definitely got my blood pumping running back to the beginning getting lit up by guard lights 😂 Only thing I noticed was some slight tile clipping up by the stop signs in level one. But all in all super good!
Wow, I could feel my heart rate increase as I scrambled back to the extraction point! As other commenters have said, a sprint button (with a cooldown?) or a slightly faster walk could have helped ease things along. I quite like that there were no markers or waypoints directing me to the goal and I had to rely on my partner's instructions, including remembering the route back to the exit.
Simple and fun, I feel like it's not really a new idea (reminds me of robbery bob 1&2)
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 :)
I really love the desing of the player character, and the game is overall good. The music felt like a jazz improvisation and I would say it's not that bad. I also liked that the levels were difficult enough, but I would find myself a bit annoyed having to restart if I failed since player speed is not very fast. Maybe there could have been a checkpoint on the map so that failing wouldn't feel as annoying. Overall great ob!
Fun game, the slow movement speed really add to the sneak mechanic as it makes every move that bit more important. Great art, audio and overall well rounded game.
A fair and well-executed stealth gameplay, the graphic and atmosphere is good. I think with more creative mechanics this game could deliver a memorable experience, but at the stage of now, It is a bit bland after a few playthrough. Overall I think the core of the gameplay is solid, it might need more spices, but It is a great foundation to build on.
Nice infiltration game! - loved the music and the overall mood - Nice character design - loved the simple and efficient gameplay - the level design is quite challenging :)
Nice entry, you nailed the mood. Movement is a bit slow. It's relatively easy to escape a guard if they make a sudden turn and spot you, but I think that's a good thing -- otherwise the long levels could get frustrating. I think I glitched some guards out by walking to close to them outside their vision cone; they just stopped but didn't arrest me.
The animations and the story are alright. Sneaking also works on a very basic level. Other than that I'll have to give you all the negative feedback you asked for.
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!
Thank you so much guys for playing and giving your feedback, I almost fell off my chair when I loaded the page and saw it full of comments, not to mention the amount of people that enjoyed it. And yes, I absolutely agree that a faster movement option would've been a welcome addition! Also, some checkpoints wouldn't have gone amiss, as @lukvasando suggested.
Again, massive thanks from the entire team, you don't know how much this feedback means to us!
I liked the game and while it is slow, I also think the issue might be because of the big spaces.
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.
@le-don Did you try holding E near the rope? This part wasn't well explained, we put the instructions on the itch.io page and the pause screen, but users could miss both of them. Thanks for your comment and playing, either way!
Comments39
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.