You Are The Elephant In The Room

  • Remember the description of your target, find it, shoot it dead, then leave the mansion.
  • Avoid been seen at the party, you were not invited...
  • You can hide behind most furnitures.
  • The mansion is procedurally generated, so you can't know the place by heart.
  • You only have 3 bullets.

Controls

  • WASD or ZQSD -> Player movement
  • Mouse cursor -> Aim camera and gun
  • Left click -> Shoot
  • R -> Restart level

An Elephant In The Room is a stealth action roguelike somewhere between Hotline Miami and Where's Waldo, featuring a procedurally generated mansion, random targets and NPC's decisions.

NOTE FROM THE DEV : Game has been updated once since submission deadline because I removed debug teleport feature I accidentally left on.

Entry for the GameOff 2022 Game Jam
Pixel art : FractaleVeloce ( @fractale_veloce )
Code & Music : EpicRamen3D

Comments

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This game feels quite complete for a jam game. :D

I recorded myself playing it: https://youtu.be/FK_US_g0yTw

The things I liked about the game:

  • The music greatly fits the gameplay! Good job. I wish I could make such good OST for my games. :D

  • Kudos to the pixel art graphics artist too

  • I haven’t found any significant bugs too. Well done on the programming part. Some collision-related things are listed below, but I wouldn’t call them bugs

  • I like your elephant in the room interpretation!

Some things that cause mixed feelings:

  • If you stand near the wall, the bullet will collide with it even though it probably shouldn’t

  • Another collision detection issue is furniture and other objects; it looks like they have a full sprite rectangle collision shape, although you would expect the collision shape to be a little bit more 2D-like

  • There is no downloadable native builds; web game has performance issue on higher levels (I got ~10 fps at level 4)

  • Maybe turn on the fullscreen mode for the web game version? There are at least two options in there: always full screen + optional full screen button. It should be possible to configure that on itch io IIRC. Playing without a proper full screen is not as convenient

  • Pressing “credits” in the menu creates a button style glitch

  • It was quite hard for me to understand how foxes look like; they can resemble raccoons and skunks depending on their color

  • Fox outfit is also quite ambiguous; the gray outfit has some green-ish lines, so it might get players confused

  • I think that same color animal+outfit is far much easier to memorize, so maybe remove those combinations? It’s funnier to forget your target mid-action :D

  • The bullet flies so slow… or the targets run too fast. I had hard times hitting the targets. For some reason, it doesn’t feel enjoyable or rewarding: it’s just awkward in my opinion. Maybe there should be at least 0.5 delay before everyone starts to freak out

  • After the level 1 it’s less obvious what has changed. I get that you don’t get this target description hint after the first level, but I can only guess what happens after that. It looks like the buildings get bigger, there are more NPCs, etc. It would be helpful to know what we’re dealing with (and what we’re unlocking, gameplay-wise)

  • It’s frustrating when game spawns 1-2 NPC right near the entrance. Maybe make the player invisible outside of the mansion so you could enter with less hassle (unless the NPC is outside of the building too)?

  • NPCs can go through the obstacles. Not that I care that much, but sometimes it can catch you off-guard: like you’re hiding behind something and they go “ppffff, I’ll just phase through in here”

(+1)

Wow !
Cheers for the FULL review. This is quite helpful !

Maybe the scope of the game was indeed too big for a game jam, hence the few gameplay bugs.

Some bugs are due to a lack of development time - like furnitures collision for NPCs , I started programming it but NPCs were getting stuck everywhere, I had to redo my entire pathfinding system, so I just ignored that for the game jam build - and some others are due to the web port, like the button glitch, the FPS falling down, and the fullscreen mode (I honestly though it was automatically integrated in the web port with Godot).

Otherwise you are absolutely right about the other things.
We'll keep that in mind if we ever make a full version of this game.

Thanks again