Hey there, Hoodah here. This is collaborative project between myself and Dom Foxley submitted for the 2019 Fat Fornite Game Jam, which got 4th place! Thanks to everyone for all the enthusiasm and support!
This topic will host future updates and patch notes as development continues. We’ll try to aim for updates every Wednesday, whether it be new art, assets, or concepts to share.
Sneak Feast GameJam version:
Mirror 2: https://drive.google.com/open?id=18xRNBmu42mvmQxgNzjVunu1sZKPNzrj9
Extract the .rar and run the .exe to play.
Arrow Keys - Movement
Spacebar/Enter - Action (Eat food, use Hiding Spot. Must be facing UP to interact with Food or Hideyholes)
Esc - Open Menu/Quit to Title
UPDATE: 9/11 Hey there, sorry for the abscence of information lately but we have been working behind the scenes for a “full” demo to be released in the future. This update will explain what our main goals are for this demo, and what may or may not be included if time and resources permit.
These are the minimum features we plan to include for our next release of this project:
New and multiple maps as part of an overarching Story Mode
The biggest feature we’re working on is more maps in general. We’d like to have a campaign with a complete story about not only our star, but the world he lives in, and why all these food comapnies are off to sabatoge one another in such cutthroat competition.
With new maps, of course, means…
More Time Attacks
To help replayability and for players to practice maps they may have trouble with, we’d like to have time attacks for each new map made. Another challenge of making these new maps comes from our next feature…
New stages of Growth
Everyone’s favorite feature, I’m sure. If we’re gonna have characters more than 3 squares wide, we’ll need to design maps that can accomodate such width. But to keep things interesting, we want to have more than just tons of guards running around to keep players on their toes, we’d like to add…
We’d like to have more for players to think about than just guard routes and hidey holes, so features such as cameras, floor sensors, and more may be included to keep things interesting from map to map. And once players conquer all these challenges, we’d like to keep then playing while we work on our fully realised vision of the game, so in that regard we’d want…
While time attacks are fun and all, we’d like to reward players for their dedication, so what better way than new challenges, features, or galleries to admire after all’s said and done? As a teaser for what post game content can mean, here’s a little something in the works as well…
We have a bucket list of features we would like to include, but may or may not due to time constraints.
- Sneak Attacks from Hidey Holes
- Ways to debilitate/remove Guards
- More types of Guards
- More Game Modes
I think that about covers it. I’m going to try to have something new to share every week, on Wednesday, whether it be new map tiles, concept art, or whatever else is ready to show off to the public. Thanks again for all the support, even after our limeight in the game jam has ended!