The Death Architect has discovered overinquisitive explorers on his island. Employ his traps to get rid of them, but make sure you hide rather than risking a head-to-head fight.


Dev's note I'm not going to lie - this is pretty janky, but it just about holds together. The collision detection for the field of view is clumsy, but it would've required a full-on overhaul of the method of implementation, and there wasn't time. A whole bunch of ideas got left out - the ability to dig yourself a hiding place in the sand, though it takes longer to hide, a tunnel system under the island, and several different waves of mercenaries, rather than, er, one. Still, you can only do what you can do, especially when it's a solo effort. Hope you enjoy.

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  • dreamcastgh0st
    Lv. 2

    Cool idea, and I definitely think this is a fun take on the theme. Nice visual style too-- unique and looks good. My biggest thing with this project-- I wish there was more of a way for you to have some effect on the people exploring. Like, you could remove a bridge, to make them take a different path. Or you could place treasure which would lure them a certain direction. Right now, they kinda just do as they please. The other thing-- and this is understandable for a jam game-- but it's pretty short. I wish there were more levels, or the level was bigger.

    Overall, cool idea! It could use some more fleshing out to make an extra fun experience, but what's there now isn't bad and definitely acts as a cool basis for any further work you might do on this. Good job!

  • Tydecon Games
    Patron

    It's an interesting concept and I think you've got a good foundation here, I'd love to see this expanded in to more levels, maybe some procedural generation or something? It's a great concept and I like what you've got here so if you do work on it post-jam, I look forward to seeing more from it :)

  • Ethan Wake
    Lv. 10

    This works really well! Great stealth gameplay, graphics, music, sounds and voicework! Post-jam if you add more levels and some of the features you mentioned in the description, this will be an amazing full-length game.

  • _J_BALLA
    Lv. 3

    This was fun! I love the old school retro style you got going. The music really sets the stealthy vibe, I love it!

  • Mimpy
    Lv. 26

    The idea is solid, just needs some content. The scream when getting caught really took me by surprise, haha! I think it would also be good for the levers to maybe highlight where the traps are when you stand next to it, so that you know what's going to happen. I had a bit of a hard time seeing the trap doors until an enemy fell into one by chance as I was pulling the lever.

  • Chris
    Patron

    Well done stealth-action game, the visualization of the enemy's sight is a nice feature.

  • NotLexa
    Lv. 1

    I really liked this game. If you could publish a source code, if think we could create hellolalot of mods and forks. It could be a very interesting stealth indie game I would pay money for. So, c-can we get the source code, sempaiii?

  • 2102
    Patron

    I really liked the style of this game. If it just had more options/levels/features, then it could really shine. Definitely a solid jumping off point, though.

  • Jaspo
    Lv. 16

    What there is, looks good and seems to play well enough, but there isn't enough of it. Also, is the death architect a penguin or am I seeing it wrong?

  • Panda-K
    Lv. 17

    I really dug the vibe and art in this, but I wanted more levels! It felt like a waste of a great idea to leave it at one (although, I assume you would have had to sacrifice some polish to do so).

  • Happysquared
    Lv. 15

    Enjoyed the concept of this game! The title was also really attention grabbing. I thought the death screen text also had a lot of personality. Pressing space to do better and designing their deaths over again.

    I played a few rounds of this. Was quite enjoyable.

    I think expanding the colour palette or designating some colours to stand out more than others could help with the player experience. It took me awhile to find the player character on the screen as it isn't quite distinguished from the other ones. The trap lever indicator being a white border helped but I think it could have been a little more obvious. The traps themselves were fun to see. It was nice to pull a lever and figure out which traps it was meant to activate.

    I liked that the enemy paths weren't randomised so you could really figure out a strategy to win as fast as youc an. I think that could lead into more levels as well. Maybe some enemies can be random. The ones you aren't meant to kill to keep the risk factor. However, I think it is just as fun to learn the paths as long as there isn't a safe spot you can chill. That way you can utilise the houses more.

    But man, catching an enemy in the trap is sooo satisfying to see!!

  • Katsaii
    Lv. 7

    Nice small game. It would be nice if the paths the enemies take was randomised, because after I failed once I kinda sussed out where it was safe to stand and where it was not; essentially making hiding in the houses pointless.

    Apart from encountering a bug (go to the bottom right hook of the island and move diagonally up-right, you get a runtime error becuase the player position is out of bounds), the game feels stable and has potential!