Ay.
So I've been working on this prototype in my spare time.

It's pretty jank still but I'd love feedback, especially if folks could record video of their playthrough.

Going to keep on and refine it into a nice but still very small game

https://cratesmith.itch.io/turbostealththing

#GodotEngine #SideProject #Stealth #Platformer #Speedrunning

TurboStealthThing by Cratesmith

go fast, steal stuff, don't get seen

itch.io
I now realise theres a few bugs I need to fix in this version :/
@cratesmith fwiw it says wasd but that doesn't work for me (and it's inconvenient on my current setup to use arrows)!
@ruby0x1 oh...
Yeah it should be arrows/shift/space
@ruby0x1 @cratesmith
Agreed. The art is really cute, but I have to agree- arrow keys are really awkward on my ergonomic keyboard. WASD + space + shift (L or R) is much more accessible for me in games like this. If it was WASD *or* arrow keys for the player to choose from it might feel better for me.
@cratesmith Very interesting!
My criticism would be that the dashing is a bit awkward for me, but I am not really familiar with platformer games.

@cratesmith For a speedrunning game, the level design feels a bit rigid, I'd say. I'd lower the amount of diamonds required to finish a level a little and add shortcuts, so route planing becomes a thing.

Chests feel a bit inconsequential. Instead of diamonds one collects keys now, which renders most of the map weirdly empty and makes it even more straightforward.

Also that one can dash upwards, but not downwards through the thicker platforms was confusing me at first. Dashing down is hard!

@njamster Yeah, bear in mind most of the levels so far are just 'testing this mechanic'.

Chests ironically are an attempt to permit more interesting routing by putting a key one end of the level the chest elsewhere so you need to go two places in order.

My interpretation of what you're saying is that it'd help have most levels need less than 100% of the gems but also have a big "Exit open" alert when you hit your required number.

@cratesmith Exactly! Collecting the gems keeps the moment to moment gameplay rewarding, while not requiring all of them to finish a level invites experiments and improves replayability.

I'd take notes on Neon White here and build an obvious (but slow) route to the exit for new players to follow during their first run. Then add interesting, harder to execute alternatives along the way and taunt the players with your way faster developer time.

(Hope my criticism didn't come across too harsh btw)