• Team Bugulon
  • 3 weeks ago
  • 8th

The Lunar Nobles have taken the light. infiltrate their facility and take back what is rightfully yours. Use the dark to sneak around and take out your target, though be careful, the cops are right on your tail.


10+ Levels of stealth-oriented combat

A handful of enemies and weapons

Highly lethal chairs

An original soundtrack

High quality pixel art graphics


WASD - Move

Left Click - Shoot

Right Click - Throw

E - Pick up


sarn - Programming, level design

Oroshibu - Programming, level design

THX - Art

Snakeblock - Art

orisghost - Art

Mista Jub - Sound and Music

Game design by everyone involved.

The OST can be found here.

atoNement is a stealth-action game made in 48 hours the 38th GM48 Jam, with the theme "60 seconds".

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  • Jackaroo
    Jackaroo Jackaroo Level 9

    This felt very polished and certainly didn't feel like it was made in 48 hours. You've done some amazing work with this. The lighting was great and I loved the artwork too. Being able to pick up a variety of items and use them as weapons was fun too. Music was great and the gameplay was solid. Not really much more to say. Amazing work!

  • Happysquared
    Happysquared Happysquared Level 11

    I like the tips appearing inside the game. The lighting effect really cool too. Music is very fitting. Variety of enemies is really cool too. Overall a very solid game.

  • Veralos
    Veralos Veralos Level 37

    Wow, this is very polished feeling game! I like the combination of stealth mechanics and more action based gameplay. It's fun being able to throw around chairs and monitors to break glass and kill enemies. I also thought it was a nice touch how you don't immediately lose when time runs out - you still get a chance to escape even if it's difficult.

    There are some balancing issues though. Guns are quite overpowered - once you pick up one the level becomes much easier. This has a noticeable effect on the level design as many of them force you to run around without a weapon until near the end. Even a simple ammo system would've helped to address this. The limited view due to the lighting also makes some areas rely a bit too much on trial and error.

    Regardless, the presentation is really well done. The distinctive outline style of the sprites is neat, and the colour coding offers a nice way to tell different elements apart. The lighting effect is also really cool. The audio is well deisgned, making the combat exciting and the atmosphere tense. Really great job overall.

  • Zen00
    Zen00 Zen00 Level 12

    Got up to knife asylum before I lost interest :)

  • Tydecon Games

    This is a very smoothly made and wonderfully done game, the graphics were excellent and the mechanic was solid - no complaints, great job! :)

  • Riuku
    Riuku Riuku Level 11

    This was great! I'm impressed with the quality and amount of stuff you could do in only 48 hours. Granted, you seem to have had a big team working together, but working efficiently with that many people on a jam game is a feat in itself :)

    After playing the first couple of levels, what struct me was the general mood created by pleasing visual aesthetic and the stylistic sound design. I loved how, apart from the music, the audio sounded like it was from an early 90s PC game like the early Dooms or GTAs. I found the hurt sounds in particular really symphatetic...

    Being a fan of Hotline Miami I liked the fast action and the fact that a bad move could change the situation completely in the blink of an eye. Conversely, you could end a gang fight immediately with a well aimed chair toss through a bunch of enemies. However, there were more than one occasion when the game just felt unfair. I think the constraints caused by the lighting (which of course seems intentional and an important game mechanic) were sometimes unfair because often I ran into a situation where I had no other choice but to do a leap of faith and walk into the darkness and hope I won't run into an insta kill chair person. Maybe situations like this could be avoided by level design, for example by adding some environment lights in some key locations.

    In general the levels were all fun and each usually brought something new to the gameplay. I forget what level it was but I thought it was a really cool idea that you had to rush the entire level running from constantly emerging new enemies and in the end you finally got a weapon and you then had to turn around and start fucking shit up.

    I still feel like some of the levels were weaker on their design than others, and I got stuck on some levels for a comparably long time which would get frustrating because it stopped the flowing progression of the game. For example the very beginning of level 9 (Noble Mart) was very challenging for the wrong reasons - I didn't find any other way to do it other than either a) rush into the room in hopes that you may get to a chair before someone else does or b) intentionally take a chair to the face from the first person that attacks you in the corridor, hoping that you don't die from it and then use that chair as your starting weapon. Even after a or b you still had a gang fight ahead of you which seemed beatable only if you got lucky with the AI.

    Having the camera move towards where you're aiming was a good call but I feel like it really could've used some tweaking. It was way too eager in following the cursor so moving your aim very quickly would get very disorienting at times because the camera was zooming around wildly.

    This unintentionally turned into a bit of a wall of text of mostly criticisms, so I want to say that ultimately I very much enjoyed the game! I've noticed that my critical feedback starts flowing particularly for games that I enjoy and care about. Great work you all!

  • Quentin Van Deutekom

    Technically I'm impressed. The line of sight was really cool, enemies picking up weapons was cool, enemies alerting eachother and some being neutral otherwise was also cool! It was also fun to play, combat felt snappy too.

    Only "problem" is that dash on shift set off my windows sticky key prompt a few times, but once I disabled it, it was a none issue. Controls took a little bit of getting used too but overall was a satisfying experience and managed to clear the game!

    • Saturnyoshi Saturnyoshi
      Level 2

      Thank you! An alternate dash key is definitely the first thing I would add if I revisit the project, though I admittedly hadn't even considered there were people out there who hadn't disabled the sticky keys prompt yet lol.

  • GameDevDan
    GameDevDan GameDevDan Level 4

    Really like the presentation (both graphics and sound) and the base engine you have here is smooth and bug-free. I think there were more button presses than necessary - if I can only hold one thing at a time why is it E (pick-up), LMB (shoot) and RMB (throw) when it could be RMB (pickup), LMB (use).

    • Saturnyoshi Saturnyoshi
      Level 2

      Those 3 controls couldn't really be combined because there are different times when you want to use all of them, sometimes its optimal to throw your gun and not having a dedicated pick-up key would mean you couldn't fire if you were too close to a weapon.

  • tfg
    tfg tfg Level 7

    WOW. It's super impressive that you were able to coordinate 6 people, and the combat and AI are insanely impressive. Only complaint is I'm not a fan of the AA on the player, other than that this is awesome.

  • Jupiter Hadley
    Jupiter Hadley Jupiter Hadley Level 12

    Lovely graphics and gameplay. I included it in my GM48: Sixty Seconds compilation video series, if you’d like to take a look. :)

  • PizzaBandit

    All around really well done lots of content and polish

  • The Great Gatsby

    I really enjoyed it! gameplay was fast and fun, some really great moments. Well done on the AI and artwork. the controls were a pain though. generally there are always people who complain about controls, but I would reccomend going with less is more: right click dash, left click pickup/throw non-guns, left-click pick up and shoot guns, shift throw guns, and WASD move. other then that, I enjoyed the game overall. difficulty curves need to be addressed though. I managed to play all the way through, though it took me a while. I enjoyed it though!

    • Saturnyoshi Saturnyoshi
      Level 2

      Thank you! I can agree that the controls could use some work, having alternate keys for dashing and throwing would be great, but I would disagree with dashing being on the mouse specifically because throwing uses the mouse position and dashing doesn't. As for the difficulty curve - yeah, unfortunately some of the levels were rushed in at the last minutes, so there's some rough spots.

  • Anonymous
    Anonymous Avatar Anonymous
    • The signs with instructions are a nice way to provide a tutorial, rather than a text screen at the start
    • The meow sounds when you take damage are a nice touch
    • I like how enemies can pick up guns
    • This is a bit too hard to play on a laptop trackpad as you need very quick reflexes
    • Enemies in the same room don’t alert each other if they saw someone which seems a little strange.
    • Pathfinding AI is sometimes amazing and other times it seems random.
    • The pause menu is a also nice touch
    • I like how many levels there are, although I can't get past level 2 because of that room full of enemies.
    • Small things like next page turns into previous page
    • Saturnyoshi Saturnyoshi
      Level 2

      Enemies in the same room do alert each other, provided they have line of sight. As for the pathfinding - some enemies have pre-set paths and others will just wander randomly. You aren't forced to fight the enemies at the start of level 2 if you're careful, the sign at the start should tell you this.

  • Junction Games

    A lot of well-made mechanics. Impressive

  • Anonymous
    Anonymous Avatar Anonymous

    Felt really professional and polished. My favourite part was the art style. I am personally not the biggest fan of shooting games but it was still impressive and pretty cool. Will keep on my computer to play later. Congrats to all people that worked on this.

  • scottgoldsmith

    Awesome game. I loved the concept and gameplay. A ton of fun. I'll definitely be playing this repeatedly.

    • Saturnyoshi Saturnyoshi
      Level 2

      Thank you! My favourite feedback to hear about jam projects is always when people say they'll come back to them :)

  • Sean Hetsko
    Sean Hetsko Sean Hetsko Level 3

    Interesting concept, music is killer, and i love love love the lighting effects!

  • Anonymous
    Anonymous Avatar Anonymous

    I would like to have a mouse to be able to play it properly, from what I could test it looks, it sounds and it plays really polished, good work to the team