Stealthily work your way around the guards. Use your distractions to try to clump them together so you can crush them with your teleporter. Then fight off the remaining guards as your teleporter warms up. (Sorry for bad art/almost no sound, ran out of time bug fixing the AI path finding code).

CONTROLS

1) WASD MOVE

2) Space Attack aka yellow square(Can Only be Used after throwing teleporter aka the blue square)

3) Left Click Throw Teleporter (aka blue square) (Note: enemies within a certain radius will try to attack it. If one of them touches it, you will lose. So, you need to fight off enemies for 10 seconds with space. A sound will be made when 10 seconds has passed. All you need to do then is to touch it to win)

4) Right Click Throw Distraction (Note: Enemies will stop chasing you to touch it, but they will still prioritize attacking the teleporter aka blue square first)

Mechanics

The game begins with stealth. Ideally you should group enemies together with distractions, aka green squares, so that you can crush as many of them as possible when you throw your teleporter, aka blue square. After throwing the blue square most likely a handful of enemies will attack. Space will attack, aka yellow square, them and you are invincible when attacking.

THEME

Basically throwing your teleporter is your one use item. It also changes the gameplay. Hopefully you can manipulate the stealth at the start and put yourself in a safe area for the end with this one time use item.

Message me with any questions or concerns please.

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  • Jupiter Hadley
    Lv. 13

    There are some good bones to this game! I included it in my compilation video series of all of the games from the GM48, if you’d like to take a look :) https://youtu.be/Wy06AcGSYb8

  • Fachewachewa
    Patron

    Like veralos said you can "cheese" the game quite easily. Personally I just threw a distraction at the start, then the teleporter right after, killing every guards around, and only having to fight off one guard.

    Of course it's a jam game so balancing an AI to make stealth more important is not easy, and the idea here is already quite fun on its own.

    GolfingDay
    Submitted

    GolfingDay

  • Veralos
    Lv. 38

    The mechanics here seem quite interesting, but they feel a bit underdeveloped. I managed to win by just throwing the teleporter in the nearest corner and fighting off enemies that came towards it. I didn't need to bother with stealth or using distractions. The visuals are also obviously underdeveloped, though the teleporter throwing effect does look and sound kind of cool.

  • C0DERP1GLET
    Lv. 36

    I'm impressed of how the mecanics works. How the enemies can't see through walls. How their movement feels like real persons and how the uniqe gameplay (I think it's uniqe) was so fun to play. The leak of art got me to use my imagination and that's makes it feel more real.

    I think it's obvious that you should take more time to make art, sound and an ending instead of the big room with tons of paths. You could also ask a friend to help you with these kind of things. I didn't even use anything of the room but the place where I started and finished the game there.

  • Kodiqi
    Lv. 6

    OK, this is the third time I have tried to leave feedback on your game. Weird.

    Anyway, I like the fact that this required you to be a bit strategic in how you played, which was complimented by the mechanics of the teleporter (the "grenade" function and the timer) and the distraction item.

    I don't think the level design was that beneficial for gameplay though. Being just a giant square, there was not much incentive to take your time and find a really good, secluded spot to deploy the teleporter.

    I did see a couple of bugs, one where the enemy went off screen and also an enemy passing through a wall.

    The graphics and sound are quite basic, so they are an obvious area you could improve upon also.

    One Take
    Submitted

    One Take

    • Other_Dev
      Lv. 3
      Other_Dev Coder of Return to Home

      7yrs ago

      Thanks for the feedback! Yeah I ran out of time to fix some bugs and do art (mostly because the level was so large). You're right that I should've done 2 or 3 small levels that encouraged stealth and probably should've allowed the attack from the start. I'll keep that in mind for next time.

  • Kwis
    Lv. 67

    Not much I can add to Proble's feedback except I found a collision bug on a wall; i attacked the wall then got sucked in it. To get out (cause i was stuck) i kept doing the attack until I got out. Later that day (as in, a few seconds after), an enemy went through the same piece of wall. (it's on the far right of the room, don't know if it happens everywhere)

  • Problematicar
    Lv. 37

    It's an ok start for your first GM48, the idea was nice and I like how the teleporter is both an attack and the win condition, the game was kinda buggy though and on my first playthrough I had all the enemies wander off screen on their own, the melee attack is kinda overpowered and there's no real difficulty to the game once you figure it out, but other than that, some good art and music would've gone a long way to make this game cooler. I really liked the smoke effect for the teleporter, even though the shadow didn't make much sense.

    Edit: I dunno what caused the enemies to wander off, but it was after the lure stopped working, maybe they didn't retarget onto me and just kept going in the direction they were going in or something. I would suggest both a cooldown and damage reduction to the melee attack, something like 3 hits to kill the enemies would've been more balanced.

    • Other_Dev
      Lv. 3
      Other_Dev Coder of Return to Home

      7yrs ago

      Thanks for playing, for the record this is my 3rd game jam. Did you happen to know what caused the enemies to wander off? A major reason why I didn't get around to art was keeping the AI from breaking the rules like leaving the game. I know the shadow doesn't make sense in perspective, but it was important for the player to time perfectly when the enemies would die and when they would need to begin defending it. Would you suggest a cooldown for the melee attack? Thanks again for your feedback!