A stealth game where you sabotage a kingdom, using disguises and strategy to outwit guards and avoid detection.


Developer Notes: The game might take a short while to load levels. We've included a windows build, as WebGL introduced some very last minute quirks.


Programming & Development
FastLite - Vladislav Volodin
Hullahopp
MrButiier (uedemonlogic@gmail.com)
Weebly 

3D Art, Level Design & Animation
AkikiArt
Neebs The NEET

SFX & Music
Bryn (brynkirschmusic@gmail.com) 

UX/UI
ElizabethRun

StatusIn development
PlatformsHTML5, Windows
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorsWeebletmon, Hullahopp, MrButier, FastLite, AkikiArt, ElizabethRun
Made withGodot
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse

Download

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fortress_fiasco_windowfinal.zip 166 MB

Development log

Comments

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(+1)

Buggy but fun,  but buggy

Thanks for you playing though! Wish we had more time to polish up a bit more but glad you enjoyed it!

(+2)

Nice looking game, but when I tried to change the windowsize to fullscreen during the game.  I couldn't get my mouse cursor to dissapear again.  which made me unable to aim the camera.

(+1)

Ah thanks for trying the game! Unfortunately, we didn't notice this issue until it was too late, a little workaround you could do is press "2" for the pause menu then restart the level.

(+1)

An interesting game with some neat ideas. The game could use some polish, but the core shows promise. The art style is charming, the sound design fits the tone, and the animations are satisfactory. The disguise system, reminiscent of a pared-down 'Hitman' without the time investment of lengthy levels, is intuitive and pairs well with the visual and audible detection indicators. The use of sound cues to reflect rising detection is worth emphasizing as a particularly enjoyable part of the experience, spurring the player to action in a way that parallels their own rising stress levels. Guard detection seems fair enough from what I've played - their sight range is typical of the stealth game genre and some discernable movement patterns help plan approaches. Furthermore, the ability to escape pursuit when detected seems fair given the size and duration of the game - not needlessly long and 'realistic' given the tone and scope, but also reliant on player alertness and having an escape route. Good design there. The game (as of the current build) would benefit from some more explanations of the controls, as well as making the crouch button a toggle, and I think some method to convey the general location of objectives - a compass needle, a flashing texture, or even NPCs chattering about nearby objects of interest - would be a good feature for the relatively fast-paced nature of the game sessions. Experienced players will not find these an obstacle, but beginners might, and I think some small tweaks could more fully bring out the game's potential. Overall, I have a positive impression of what I've seen, and I'm eager to try out future updates - there's a lot of lighthearted fun to be had with these systems, once more content is added.

I've added a hint on intractable objects - you still need to find them, but I very much agreed on your assessment!
If I had more time, I would've added basic control description to the tutorial, as well as toggle crouch. But there were more pressing polishing matters to address 😅
Thank you for playing, and for the detailed review. It means a lot to us!

Deleted post

Thanks for playing!