This is my entry to the 32bit jam 2021. Executables are also available.

A simple arcade-stealth game inspired by PSX-era games.

You are trapped in a chamber with a machine. Your goal - avoid detection and collect samples for the scientists. Once your task is done, you need to wail until the teleporter charges up. But be careful! The more you do, the more cautious about your presence the Sentinel is. And you don't want to be hit by its lasers.

The game consists of a single level. If the WebGL version runs badly or acts up, there's a Windows and Linux version available for download.

The suggested themes for the jam were espionage and bees. The execution here of the first one is quite straightforward - avoid detection. The bees serves as an inspiration for the aesthetic and for the concept of the hive. (Did you know a sample solid figure that can be used to create a 3D honeycomb structure is called truncated octahedron? I didn't know that before the jam.)

Controls:

WSAD - move and turn
QE - strafe

Also should work with a controller.

Quick TO-DO list:

  • add the game jam logo,
  • add sounds.
StatusIn development
PlatformsWindows, Linux, HTML5
Rating
Rated 3.0 out of 5 stars
(1 total ratings)
Authorswefnox
GenreAction
Made withBlender, Paint.net, Krita, Unity
TagsArcade, Low-poly, PSX (PlayStation), Sci-fi, Stealth
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Xbox controller

Download

Download
Hive Delve Prototype Windows.zip 22 MB
Download
Hive Delve Prototype Linux.zip 37 MB

Install instructions

Just unzip it and play.

Comments

Log in with itch.io to leave a comment.

(+1)

pretty cool concept. sadly not engaging gameplay

(+1)

Hello, The concept of this game is quite good and it's awesome to play. It would have been great if the game feels more smoother and dynamic, currently, it's not feeling that appealing, maybe due to the visuals, controls, and the Game Performance over WebGL. Also, the enemy after detection is following the player crazily and there's no chance to get away from the sight of the enemy which is not right. The player should get an opportunity to save himself from the vision cone. And secondly, when the player touches the wall, sometimes the player gets stuck there. So, there are a few bugs you need to fix and polish the game, even more, to make this game achieve the top spot in the chart. 

Thank you for your reply and input! I will work on trying to improve the game, at least a bit.

I know the WebGL version underperforms and that bugs me. I hope I'll figure out how to make it run better while keeping it the same to the desktop version. I admit the Sentinel can get relentless in pursuing the player, but the idea was to, once being spotted, try to outrun it - with the speed difference you should be able to escape the cone. However, and that was deliberate, after attracting too much attention, the Sentinel was meant to never cease the pursuit, before that, after a while it loses interest in the player's ship. But I think you're right - I should look into rebalancing the mechanic, so an early screw-up should be easier to recover from.

(+1)

You are right on your thought process but somehow it was what missing in the game, polishing the game ahead would surely make this a good one. 

Yeah, you are right about how little the game conveys its mechanics. Sadly, I joined to the jam later, which explains the state of the game, but it doesn't make it any better. For the most part it was "do I implement X, while the core elements aren't even in place" and as a consequence I had to cut corners. Well, the time after the jam is to polish a game and I'd like to see how much I can squeeze out of the premise.

(+1)

Yeah, I could understand, it happens in this phase. Yeah, you can definitely take this game to a next level ahead of time.