Thank you for the kind comments! I wish the stealth was a bit more in-depth, but keeping it rudimentary for a prototype is all I could manage for now.
The puzzles are simply referred to as "Light's Off", or "Light's On" in my case - I did attempt to provide more information to the player (showing the lights the button affects in the current lever state), reducing the need to guess, but I'm unsure of how else I could allow players to make more informed decisions in a puzzle like this without giving them the answer.
There is, however, a 5-button solution. If you care to try and find it :D
Falphaugh
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I received some feedback about the checkpoints in playtesting. It wouldn't have made sense for a guard to place you back inside a restricted zone if you got caught. So I left it out, but the difficulty of the stealth part was lessened (quite a bit!) to make the resets fewer, even increasing the time it takes to get caught. I suppose I didn't get that bit quite right- but I appreciate the feedback!
The vent lever is definitely a bug, not one which I have encountered so far. I will look to put out a fix for it when I get time, thank you buddy!








