Sneak Feast - Demo release!

As a quick response, the dropbox link is down, yes. But the Google Drive should be clean. For some reason OHCEERPG, the engine this game is built from, triggers a lot of false flags

I just made a quick link, try this for now.

https://dl.dropbox.com/s/mm3hxzass81dv6b/sneakfeast-demo_WIN.zip?dl=0

I tried the link you just sent but it keeps saying it has a virus and won’t let me install it :frowning:

Hey all! Sorry again for the delays, just been busy as of late, but still have some time for more Q & A.

As a general announcement, the MIRROR link has been updated in the original post.

https://www.dropbox.com/s/iy6m5llxm0n2nng/sneakfeast-noicon.zip?dl=0

If you have had issues with false positives on antivirus, try this version instead. We believe what was triggering it was the icon file that replaced the exe image with our own custom one.

Anyway, on to questions:

We do plan to add a bit more story to tie the levels together. At the moment, I don’t have much I can publically share without revealing said story, but we definitely have that in mind in terms of simple still shots and dialoge within game.

While placable traps are something we’ll save for a future iteration, the idea of environmental hazards to trigger has been something we’ve thought about. If we do, it’d be save for particular maps to match the theme of said maps in particular.

Thanks again for the interest! I want to share off more, but that all depends on how or when things cool down in terms of real life responsibilities. See you next week, and hopefully on time!

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All right, another week, another load of busywork. Again, not too much to share today, but I will use this time to say I won’t have an update next week due to Thanksgiving shenanigans.
But at least I have a little thing to share today, I’ve squeezed some time to work on ā€œcaptureā€ sprites when caught. Nothing gamebreaking, but still new assets nonetheless.
thief_surprise
And to make up for a lack of updates next week, here’s more, even sneakier, peeks at an asset that’s been taking up my time.

mtease2 mtease mtease3

Anyway, that’s all for now, have a great Thanksgiving when you get there, or any other excuse to eat too much!

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Do you have an estimated time for the update to be released? Im just curious…
Also will we have to re-download the game once the update comes out?

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Hi all! I know it’s been a while but the holidays just came one right after the other. I hope everyone had a Merry Christmas and all that jazz, and will have a great approaching New Year!

With that being said, I’ll have to apologize to being slow on updates, even with holidays I should have been more prompt about where things are with the current project, so I figured I might as well get started now than later.

This leads into why things are delayed. Life’s been getting busier for myself and my partner in crime DomFox, either with work or other projects, so we agreed to pause on development until things cool down for the both of us.

Initially we were planning to develop an ā€œexpandedā€ version of the demo in the current engine, just more maps and more story content. As we went along, however, we decided it might be best if we put all this effort into a new engine that could give much more freedom on what to implement into the game without the constraints of an RPG maker engine. All the suggestions in this very thread from you all attest to the kind of potential this game can have! We feel it’s best if we focused our efforts on porting our systems on a new engine and building on that earlier rather than later.

What does this mean for the game? It means I can’t say when it’ll be ready. All I can say is we’re pausing development until we have more time on our hands. When we DO start up again, we’ll be doing it in a new engine (something akin to GameMaker or Godot) that can handle this sort of game easier than jerryrigging an RPG engine to make us do what we want in the first place.

I won’t be able to do weekly updates anymore, but I will keep in touch when something is made or new developments happen. In spirit of that, let me post some WIP stuff that was in the pipeline.

noir_s
noir_sl1 noir_sl2


Here’s Noir, she was going to be our alternate character to play as for the campaign that I’ve been teasing about. She would be a ā€œrivalā€ to Leblanc but eventually team up against a greater foe. She’s not quite done except her size 1 animations. While discussing a new engine we talked of graphics, and with a new engine means less limitations on sprite and palette sizes. I believe these limits can help keep a game uniform in its style, but if we did decide a new look then more sprites would be a ā€œwasteā€, so to speak.

Anyway, thanks again for all the interest! As I said I’ll still be around, I just won’t be updating weekly as before. I’ll still answer questions as they come, so don’t be shy! Thanks again for your understanding, and I do want to be clear that this project is not dead, I will make this a finished game! I just need to clean off my plate first of other responsibilities before I can completely dedicate my time back to this project. Thanks again for all your enthusiam and praise over the months, and such enthusiam is what keeps me motivated to get this game done when the time is right. Happy feastings, people!

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yoooooo! thanks for including a female character i know you didnt have to.

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Aside from levels and sprites, is there any aspect of the game you would like to prioritize?

At this moment, finding the right engine for this gameplay is the forefront aspect. Gotta get rid of those sticky controls and make movement feel movement and responsive. Aside from that, more variety in trap/enemy design is also something that goes along with the core gameplay.

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Do you plan on including any tools or buffs for the player to utilize?

As stated before, things like tools or traps were in consideration. I think we’ll be saving them for special ā€œperksā€ if we end up doing multiple playable characters, to help give each their own sort of playstyle on top of the basic mechanics.

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Interesting! So, would these characters be trying to compete with the others for who is the best, or would there be a cooperative alliance between them?

Thaaaat part is still up for debate. Originally we planned for each character to have their own campaign, or at least swap control from map to map. But with engine changes, we might have plans for something more interactive. But at the moment, they are mostly plans.

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I forget if this question has been asked before, but will a future version at some point have something similar to a tutorial stage or a training stage? It would be interesting to imagine, like Leblanc has one large room specifically for him to just walk around and eating small snacks on plates similarly to walking through these warehouses to gorge on a target catering company’s supplies.

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When planning out the story mode, we did want to design something of a tutorial stage to introduce people to the mechanics in a relatively safe environment. Having a ā€œtutorial roomā€ would be another way to handle this, similar to what games like Star Fox did instead of dedicating a whole stage to basics, especially when replayability is involved.

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How many characters are you planning to have playable in-game?
And how long do you estimate until the next update to the main download?

I’d like at least one extra playable character as a baseline, it all depends on how much time can be invested into it. And as I said in a previous post, the project is put on hold for now until my other obligations are taken care of. I planned to take a few months of a break, but it could be more or less depending on how my schedule develops. And that’s just the wait for resuming work, doing the actual work is a few months on top of that. So, I can’t really say when, but plans are being made behind the scenes, I assure you.

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How many levels have you gotten done so far? I’m asking because this entire thread seems dead and I’m genuinely curious.

@BachiGaino, please remember that asking for updates and/or release dates is against the forum’s rules. We understand that it can be hard to contain your excitement for projects that you are passionate about, but this can put unnecessary pressure on the dev.

Please remember that many of these devs work on these as passion projects. Due to that they can only work on these projects as they have time, and with times as they are its likely many devs will be having a hard time finding the time to work on these projects.

Thank you for your understanding.

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While waiting for you to handle your other obligations before returning to this at some point, is it alright to give suggestions before then? It’s still fun to brainstorm, even when the thread is untouched for a while.

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