Sneak Feast - Demo release!

Hey! I was reading through your side-goals, and had an idea for a way to take down guards, if you didn’t already have some ideas. And of course, it’s the most obvious answer: eat them. Probably with a cool-down so the player doesn’t overuse it. Unless you dislike that sort of thing, which is perfectly ok, I won’t take offense at you not including my idea (it is just a suggestion, after all).

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Ooh, bunny girl? Yes, please!

Hey all. A little late on today’s update, but wanted to post something regardless. Right now work is still being done on new maps, and new animations. Nothing crazy, but we’re trying to smooth out some older jank.
thief_medeat2

This has been asked a lot actually! I’d like this to be a feature in the future, and it leads into how we’re redesigning how food works and how it is tallied to the player. Previously, the rate of gain was a flat number depending on how many foods were picked up. Now, we’re working on a sytem where food collected fills up a meter, and filling that meter triggers a size increase. With this new system, foods may fill up more meter than others, adding even more stretegy to what goods to pick up or save for later. In relation to guard removal, this means eating guards would make the player grow faster, but not progress their completion of the map objectives, which I feel will be the best way to balance things as they are.

Well that’s about all for today’s update. Thanks to all the encouragement and questions so far, keep em coming!

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Do you have any plans for carryover progression between levels? Like consumables or upgrades?

When I read that you’re considering incapacitating guards my hope was for some limited use weapon to fatten them instead. That’s not to knock eating them, it’s not my thing, but I’m not repulsed by it either.

Those are also ideas we’ve been considering too! That method in particular was just related to some changes we’re making behind the scenes, and how we would implement that mechanic if possible. We’ve also fiddled with the idea of certain foods giving temporary buffs, but nothing concrete yet. Same goes for traps. If we were to implement consumables, they would probably pertain to that one map and not carry over. Other methods of incap we’ve considered would be some power attack at larger sizes to stun enemies to make up for lack of mobility.

You could also try a back-attack stun move on guards if you manage to sneak up behind them. Temporarily knock them out, but it will make them more alert once they come to. (Or they’ll chalk it up to random shelf stuff falling on their head and dismiss it entirely, for difficulty’s sake)

Ooh! Maybe you could add onto that by stunning guards, and then shoving them in a hidey hole you normally use to conceal yourself! They’ll be tied up and taken out for that map, so you won’t have to eat them and grow too big to use the smaller corridors! The drawback is that the hidey hole will be permanently occupied for that level, so you can’t use it if another guard shares their patrol route.

Will there be a cap on how big the player can get? I’m assuming there will otherwise the player could eat all the guards, thus eliminating most threats in a map, assuming any traps implemented can’t be eaten to disarm them.
Of course, the edibility of traps imposes another interesting concept: eating traps (unless the trap is meant to increase the size of the player; then eating the trap would be pointless).

Currently, maps are designed around a max size for that map. If every map could reach the absolute max size, they’d all be veeeerry laaaarge maps to account for possible pathways, so we wanted a gradual climb to that point so the game doesn’t wear itself thin, so to speak.

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Have you ever thought about adding cheat codes?

They don’t necessarily have to make the game easier; they can just be cute little modifiers.

Like maybe a code that makes all of the guards walk backwards, or a code that changes Leblanc’s color scheme.

I really like it when games do goofy stuff like that.

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Im really looking forward to the next update :slight_smile: It looks so amazing so far and it has huge (pun intended) potential with what you can do. Take your time and enjoy making this game awesome :3

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Will there be ever a female player character?

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Everybody likes Big Head Mode, but that will probably be saved for after core concepts are developed and finished.

Thanks, we glad you enjoy what we have so far, hopefully this new update will give you more of what you want! We definitely have a lot of plans if things go our way in terms of development and motivation.

wipb

I mean, it depends really.

Loving this game

(I may have extracted the sprite sheets and retouched the animations a little bit…) the sprite sheets are a few pixels too narrow on some of the frames so I’ve, uh, filled them out a little. I know this isn’t really fixable in the game, but it’s nice to look at?

I can only put one image per post at the moment because I’m newly signed up to the forums

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and here’s the other one…

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ALSO

with regard to making levels challenging and varied, you don’t need to make the largest player size actually be able to fit through the entire level – meaning that in order to finish certain levels, you might need to strategically eat certain food first, so that you can get in and out of these areas before you get too big.

throwing my hat in the ring for even bigger sizes as well (4, maybe even 5! squares)

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one problem with doing that though is that it might leed to some annoying resets because you didn’t realize you had to be small enough to go some places or you might get stuck inside an area because you grew in it

yep, that’s the point.

gotta think a bit, rather than just simply avoiding guards

To avoid that problem, the game could give you a really cool overview of the level. Maybe someone telling you what to expect or a camera pan.

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Or maybe even a radar a la Metal Gear.

I think a good way to design a map for sizes larger than 3 squares would be instead of making one gigantic map, you could split the map across several floors. Start by eating all the food on the first floor, and then move on to the next floor. Each floor would be designed to accommodate your new size(s).

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