I. Actually over buffed the guards? Never thought I’d see the day those guys would be overwhelming, I’ve done some battering and a bit of buffing to the 4th weight stage, hopefully it should help. (You’re now only s l i g h t l y slower, but they have proper ranges, you should be able to outrun them or make use of the next change)
I’ve made a beta system for hiding while fat, after a certain amount of time, a guard’ll see you but it should be enough for them to get off your buried tail. There’s the issue of noise, but there’s a fix to THAT too.
I made the mechanic I forgot to even MENTION in the prior readmes, sneaking by using shift, useful- as it now cancels all movement based noise. Which is big, since that’s the fastest way for guards to notice you. Along with adding more hiding spots for a few of the guards who just, didn’t have any good ones, each one should have a reasonable way to get around them besides cramming them full.
In the future? I was thinking of maybe giving the guards a traditional sight-cone, adding in different forms of hiding (like those foreground trees by the exit, if those hid you without even pressing W!) or the possibility of a mechanic only available while big to offset your loss of options.
Given the setting, maybe an appeal/flaunt? I could see it being lengthy time-wise though, or decrease movement speed for a time, in exchange for basically zeroing out alert and sending guards back to their post. Thoughts on that?
Crouching! That’s uh. Something that sneak should be all things considered. I’ll have to get to work on making sprites for that. I’ve moved that Pizza for now though.
I’ve also done more than location moving for Pizzas and such though. Since, I straight up didn’t know that Donuts gave less chain, I decided to just- go all in and make each food have unique properties. (This is essentially a buff to everything, as they had roughly 20 food and 200 decay)
Donuts now give 50! food, and 150 to your decay, making them big goals for starting a chain, but not extending it. Short term but rewarding if you can fit them in
Pizza: 35 food and 250 decay, A heavier middle, but all around buff from it’s base
Carrot: 20 food and 300 Decay, the absolute middle (Up from 200 decay)
Apple: 15 food and 450 Decay, the lighter middle, slight nerf for food, but just two of them massively increases your decay timer… but not as massively as
Berry: 5 food and 600 Decay. They’re rare, but dang are they good.
(Healthier foods last longer, fattier foods give more food, since I’m not going to do an inventory while remaining sane.)
I hope that this addresses the issues, and more. (5.2 will still be up, since this is a decently big change.) I’m grateful for the feedback! It’s been pivotal in finding the flaws I missed, and keeping me on track to get this game to not be the worst one submitted all year. Big thanks!