So the guards don't seem capturable, and the capture info is wrong for Constance. It's not 9 frames, it's 7, and the seconds are completely off, the whole thing lasts like, five seconds, once you've gotten up close to her.
With that being said, stealth gameplay is pretty barebones, but I actually like the idea of the capture mechanic, and the mention of the bondage chair gives me a though of a Hitman style bondage game, where you have different ways of binding your target in the environment.
Regardless, I'd focus on that capture minigame going forward, make that the main centerpoint, after polishing it up and adding in some variety to it.
Thanks for playing our game, and I appreciate the feedback. While it probably won’t change the opinion much, but there was context that this was done for a 3 day game jam last weekend and the description doesn’t reflect that, so our time resources were very limited when creating this.
As for the frame issue, that’s an interesting issue that it’s on the 7th frame since it was programmed to hit on the 9th, but the whole thing was programmed without JS using RPGM’s arbitrary event system, so it breaking there somehow doesn’t surprise me anymore. We wanted the capture minigame to last significantly longer, with the countess and guards to react and be alerted to player mistakes and be able to hide in shadows to avoid detection, but we were just glad the animation system I made functioned at all in the 36 hours I created it in. The guards are not properly capturable due to a bug that happened in that last hour of the deadline which wasn’t caught until after the fact.
I’m not excusing the blunders btw, the game was a buggy mess and I tried to make the best of the situation as we were running out of time. If I had known better, yeah, I’d have focused more on the capture system, and going forward if we manage to continue this (our team is very burnt out rn) there’ll definitely be improvements there and to the stealth. I was originally going more for Thief-lite in terms of mechanics and gameplay, but there’s definitely some hitman ideas that could be fun to explore.
Thank you for playing! The game was made for the 3 day bondage game jam, so some graphics bugs still remained, especially after an ugly bug happened 30 minutes from the deadline. The struggle game was honestly a mistake to try and program last minute considering that’s what caused the bugs. Lol
If we ever continue this (our team is very burnt out rn), it will be stuff to eventually improve upon.
I can't figure out how to capture a guard and the struggle minigame seems to have some kind of issue where pressing the up button when presented with an up arrow is wrong somehow.
unfortunately due to a bug that occurred during the last 30 minutes of the game jam, the guard system unfortunately broke, along with the escape system.
I appreciate the feedback, I’ll look into it further when the team picks up the game again.
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So the guards don't seem capturable, and the capture info is wrong for Constance. It's not 9 frames, it's 7, and the seconds are completely off, the whole thing lasts like, five seconds, once you've gotten up close to her.
With that being said, stealth gameplay is pretty barebones, but I actually like the idea of the capture mechanic, and the mention of the bondage chair gives me a though of a Hitman style bondage game, where you have different ways of binding your target in the environment.
Regardless, I'd focus on that capture minigame going forward, make that the main centerpoint, after polishing it up and adding in some variety to it.
Thanks for playing our game, and I appreciate the feedback. While it probably won’t change the opinion much, but there was context that this was done for a 3 day game jam last weekend and the description doesn’t reflect that, so our time resources were very limited when creating this.
As for the frame issue, that’s an interesting issue that it’s on the 7th frame since it was programmed to hit on the 9th, but the whole thing was programmed without JS using RPGM’s arbitrary event system, so it breaking there somehow doesn’t surprise me anymore. We wanted the capture minigame to last significantly longer, with the countess and guards to react and be alerted to player mistakes and be able to hide in shadows to avoid detection, but we were just glad the animation system I made functioned at all in the 36 hours I created it in. The guards are not properly capturable due to a bug that happened in that last hour of the deadline which wasn’t caught until after the fact.
I’m not excusing the blunders btw, the game was a buggy mess and I tried to make the best of the situation as we were running out of time. If I had known better, yeah, I’d have focused more on the capture system, and going forward if we manage to continue this (our team is very burnt out rn) there’ll definitely be improvements there and to the stealth. I was originally going more for Thief-lite in terms of mechanics and gameplay, but there’s definitely some hitman ideas that could be fun to explore.
Cheers!
great base idea and concept. unfortunatly sme trouble with pics not being shown and struggle minigame! Still great work!
Thank you for playing! The game was made for the 3 day bondage game jam, so some graphics bugs still remained, especially after an ugly bug happened 30 minutes from the deadline. The struggle game was honestly a mistake to try and program last minute considering that’s what caused the bugs. Lol
If we ever continue this (our team is very burnt out rn), it will be stuff to eventually improve upon.
I can't figure out how to capture a guard and the struggle minigame seems to have some kind of issue where pressing the up button when presented with an up arrow is wrong somehow.
unfortunately due to a bug that occurred during the last 30 minutes of the game jam, the guard system unfortunately broke, along with the escape system.
I appreciate the feedback, I’ll look into it further when the team picks up the game again.
How is it possible to catch the guards?