You and your best friend are burglars. You break in to places and steal stuff.
Crack the safe!
Control the CCTV!
Watch out for the guards!
Should we sneak past the security, or do we do a hit and run?
PL1 - Arrows + X to Unescape
PL2 - ESDF + Q to Unescape
If playing solo, use O/Z to switch characters.
- Procedurally generated levels, break in to a new place every time!
- Continual save
- Sound is needed to open safes...
- Don't press Z unless you're playing solo
(If you find any bugs I'd be very happy if you'd post them in a comment below. Enjoy!)
- Add penalty if seen
- Token hunt with 0.2.2c features
- Minor sound fixes
- Add possibility to disable single cameras
- Fix bug, unescaping with the wrong burglar selected no longer results in moving both burglars at the same time
- Remove Wantedness system
- Change menu buttons so it's harder to accidentally skip status screen
- Add "Unescape" option, if you accidentally escape with one of your burglars
- Add so fog is never shown in rooms with cameras when controlling CCTV
- Fix bug, exiting CCTV control while the power is off no longer turns cameras on, thank you @McDoom for reporting!
Nice starting point (line of sight, graphics...) but not sure to understand how to really play the game:
- how can I evade guards?
- how much time is left with screen goes blue/red?
- how can I know camera positions & line of sight?
- don't understand how safe can be cracked (don't get relation between sound and red light)
note: it's too easy to loose a burglar when close to the border of the screen ("escape")
thanks @freds72 for trying it out!
- standing in the shadows is the best way to not be seen
- when the police siren comes on they'll arrive pretty soon, would you like a timer or do you have some other suggestion?
- when you peek either through window or through door, you'll see the color of the floor. It'll be either lighted or not- don't go in when it's lighted.
- The safe is a small mini-puzzle, just like hacking the computers. (Simulating a rotating knob with numbers, first one way left/right then the other right/left, a specific number of steps.)
About the early escape problem, do you find it hard to see the burglars when you start the level?
About the early escape problem, do you find it hard to see the burglars when you start the level?
no but it's very easy to misclick!
Surveillance camera control - neat! but guard is in room...
Sorry for being thick - but how am I supposed to sneak past a guard in plain light when the safe is in the very same room?
@freds72 ah, now I see what you mean!
I think this is a communications problem from my side, because it is not really a solvable puzzle each time. Sometimes you'd have to just bail, but maybe you'll get something small to keep you afloat for just that day, maybe a wallet was hidden in that locker in the top right?
Also, now that I think of it, the guards will also guard a broken window if they come close enough to it. So in this case, you could break the window in the lower right from the outside, hope the guard stops by it, and if you're fast enough - crack the safe and escape before the police arrives. I know the game doesn't tell you that, and that's a part of the communications problem as well I guess '^^
Thanks for the screenshot, and for taking the time to play and comment! It's very helpful! I get some ideas to try out to make it clearer.
@freds72 I really appreciate you coming back and playing some more even though you might've known this might not be your cup of tea, big thanks! I probably won't change the game too much, but I'll think of something to manage player expectations. So thanks again!
I love this game! I agree that seeing the burglars at the beginning is a bit hard and sometimes one of my burglars escaped when I didn't mean to. With the procedurally generated levels it never gets boring, but some levels are definitely impossible.
Also, if you could make it that the trees are not spawned right in front of doors, windows, etc. that would be great!
Here's a fun tidbit: The trees are added as an optimisation because otherwise the fog algorithm gets too cpu-intense when on the outside of the building (this is only noticable on my raspberry pi though. :)
I'm currently at exactly 8192 tokens, if I can manage a token hunt to get maybe 10-15 tokens I could make the trees not appear in front of doors at least.
Thanks again for playing and commenting!
I actually love this game - the entire concept is great.
I noticed one small bug - If one partner disables a camera from the CCTV panel and the other then cuts the power, the camera will still come back on when partner a leaves the terminal even though the power's down.
Thanks for making this!
Glad to have been of service!
I'm curious why the wantedness system has been disabled in this release? I kind of liked it. It didn't come into play that often but I played enough that I did get "we've seen your face!" and wanted game over once. I like an extra incentive to be, well, sneaky, and I kind of liked that it's not obvious exactly what would raise or lower the heat on you (I assume things like being seen directly by guards or cameras, vs making a hit without sounding the alarm at all).
It might work better if "wanted" wasn't an automatic game over (I assume it was automatic... I lost on my very next job). Perhaps as an alternative, once you hit a certain threshold, "dare to scout a new job" appears and each scout has a percentage chance to result in a sting op game over - but you also have a "retire" option with an alternate "good" game over? Do you keep pushing to raise your high score or cash in your chips?
Just some thoughts - I have no idea how much of this is practical. Anyway thanks for all your work!
@McDoom I removed wantedness because it was confusing to about 50% of players, and I needed tokens to add Unescaping (which was the most requested feature.)
I do enjoy and appreciate your suggestions! I'm out of tokens once again lol, but I might find the time to slim it down with some of the features from the latest pico version.
I was thinking of adding a minus row to the daily balance if the alarm goes off. I can't come up with something fun and clear to call it though, "new burner phone -50$" or "guard bribe -100$" "face surgery -150$" or something, wdyt?
I think it's a fun idea. Certainly incentivises sneakiness, at the expense of making smash-and-grab tactics riskier (but not that much riskier if the amounts are lowball like that). I don't know exactly what triggered wantedness before but I'm assuming things like being seen by a guard/camera rather than things like open safe/broken window/missing art, and this could trigger off the same stuff.
Sounds like you did come up with something for names! Other ideas: "Moving hideout", "new getaway car", "laying low -[current daily expenses$]"...
I loved the updates (even though I liked the wantedness). I found a little bug(?) though: after my burglars were both caught I restarted my "career" and the first day I already had to lay low for a day.
I still dislike the fact that sometimes trees spawn in front of doors or windows or block the way, but it is a minor issue really. A very enjoyable game overall!
It took a while to figure out what to do but I've got it now mostly. Fun game! Not many places will be viable but it's fun figuring out strategies and assessing the situation. I still can't figure out the safe minigame though. I've got the computer hacking down, but not the safe.
I'm trying going in one direction till I hear a noise and then switching but that doesn't seem to be working.
@ironchestgames Thanks! I think the small beep wasn't working sometimes but that's cause I'm playing on mobile and the sound usually messes up on mobile. I'll give it another go on my desktop. Still really enjoying it regardless, it's a great game :)
Edit: I figured out how to do the safe without sound by just paying attention to the red light and remembering the pattern. Thanks! :)
I found myself in this predicament: my top burglar cannot move (whenever he tries, the guard yells "Hands Up!") but the police is not coming. The bottom burglar can move freely (I haven't tried to enter a lit area). If the bottom burglar escapes, nothing happens.
@ChakAttack Oh wow! cooOOL! <3<3<3
(technically what happens is I just use Pico 8's number type for money so it's restricted to go above that specific value.)
Never thought that would actually happen, my idea was that daily cost would get too high and increase risk taking so to get caught. Guess I committed the first sin of gamedev, "never underestimate players" lol.
Superthanks for playing and for taking the time to comment, this made my day!
I know you've already given both suggestions and bugreports above, but if you have more suggestions now that you Won the game I'm more than happy to hear them.
@ironchestgames The game is very enjoyable the way it is, but here are some suggestions:
- Make sure trees don't spawn in front of doors or windows.
- Make stealth more rewarding (for example, if you raise an alarm, your stolen goods are worth 20% less and if you are seen, 40% less)
- Related to the previous point, adding the possibility of closing the safe after stealing its content (maybe requiring to input the code again)
Thanks again for such a wonderful game.
Quite a fun game once you learn all the mechanics! I'm glad I didn't read through the comments here first, it was fun to discover how everything worked on my own, even though there was some trial and error early on. Also like how you can start with stealth, but if you get caught then you might as well grab everything on the way out. The sirens blaring outside while I managed to finish off a safe was particularly tense and exciting.
I didn't max out my score, but happy with how far I got in about an hour. The jokes like $1 cute cat pictures were pretty funny too. Great game!
Also FYI, to save tokens in the future, you might want to look into the split() function, rather than your manual s2t function. Also maybe a split*2 function, that splits each entry in the resulting table again, since you have a lot of s2t lines right next to each other that could be a single s2s2t".x;1;.y;0;.dx;1;.dy;1;|.x;1;.y;0;.dx;1;.dy;-1;|...". I didn't see much else for quick token reduction going through the code though.
@shy Thanks a lot for the kind words! And day 33 is pretty far still I would say!
Thanks for looking at the code too, that's awesome! Some parts of the code is a bit of a drag and a mess, I confess. I know about the split function though, but it's a bit too rudimentary for this case, as there's just too much in the engine that depends on stuff like table indices starting from 0 as well as named properties (like player.x e.g.), so it would mean a full overhaul which seems too much at this point I think. Superthanks for looking into it though, always great with just another pair of eyes! and if you come up with anything else please pop in!
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