Scheme Theme

"SCHEME THEME" (... with a touch of "deceit")
By ADAM McLELLAN (audio, design) & JEFFREY FILLINGHAM (code)

HOW TO PLAY:
Help the player reach the exit by placing a limited number of way-points (path markers). Avoid the guards--they'll shoot on sight. You can preview their path by clicking the "Preview Guard Path" button.

DEV TOOLS USED:
Adobe Photoshop, Ableton Live, MagicaVoxel, Unity

KNOWN ISSUES/TODO:
* The idea with the music was to fade between uplifting music (when succeeding) and suspenseful music (when approaching a guard), however, the current implementation is fairly crude so there can be some glitchiness when walking on the threshold of guard detection.
* Under certain circumstances that the guard and player will collide without the guard shooting, followed by the two of them getting "stuck". Unfortunately this is a game-breaking bug, since there is currently no way to restart the level mid-gameplay.
* We had hoped to create a few more levels and implement additional types of waypoints (checkpoint, "stop" point), but nearing the end of the 48 hours we had to greatly simplify in order to finish. As such the level designs are relatively simple and have not been extensively play-tested, but we feel they effectively showcase the overall "spirit" of the design--one which we hope to expand upon in the future.
* (web only) Level meshes are wrong colour; no shadows

Thanks for playing!
- Adam & Jeff

Comments4

conormn13 Jan 2014, 07:08
Neat idea, had a hard timing figuring it out and wasn't able to reach the exit on the first level. I'm into the idea tho and love me some stealth action.
snugsound13 Jan 2014, 18:39
The last waypoint you place NEEDS to be under the "Exit" sign. In retrospect we probably should have added that one automatically!
Caridorc15 Jan 2014, 21:44
This is a good game, I liked a lot the art and the gameplay is good (a bit hard).
local minimum
local minimum17 Jan 2014, 19:30
Nice idea but you commented, exit point isn't really useful, just very confusing. I'd like to have the animation of success run much faster (or at adjustable speed). I also think the game would benefit from the characters playing out all attempts however pointless they are. That will help the player learn how smart the character is, how enemies behave and how to ultimately complete levels. The last level is probably wrongly timed as you only need to put a marker under exit and nothing else. I like the puzzle stile though, so with some few fixes it can become really nice.

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