Today we have a small update for you about a few of the gameplay changes we’ve been making to Sneaky Ninja based on feedback from our alpha players and people from local events and conventions. Some of these have had a pretty big impact on the way people play, which goes to show the power feedback can have on a game’s development! For those of you who’ve played the alpha but never gave us any feedback, take note: these are the kinds of improvements that can happen when you tell us what you don’t like!
(Also, all of these changes went live in an update yesterday, so alpha players should already have all of this in their game!)
First up is a new way of lighting the scene. Before, light from torches would illuminate the environment, but it was a little hard to tell before because you’d have to look at the ground and the way it was being lit up, which no one would take the time to do, and we can’t blame them for not doing it — who would? So here’s what it looks like now:
Now, you can see a very visible boundary between light and shadow, which we’ve noticed has a significant effect on players: nobody wants to walk into the light anymore! That’s actually a very good thing to us. One of the difficult things about designing a stealth game is to convince people to play stealthily instead of just running through it like an action game. Before, people would eventually realize that running through doesn’t work, but only after dying ten times in a row and us telling them to try something else. Now, they naturally feel safer in shadows and less safe in the light, leading them to more quickly play the proper way.