@diegzumillo
Thanks for your feedback and your appreciation!
Hearing what a player of stealth games thinks of the game is interesting
Good point about lefty players. I will think about the use of the mouse but the annoying thing is to give the ability to look backward with the mouse. I could put it on a key but it seems inelegant to have camera controls separated on mouse and keyboard instead on just one kind of input.
I understand your issue with level 15 but i had the exact opposite feedback from another player which, without sound on the switch at every passage, was unable to understand the light was activated/deactivated by pressing the switch. So i kind have to chose one way to do this and i will choose the clearest.
About your remarks on "does it feel stealthy?", that’s a tough topic on which i am heavily thinking since i started the project (a year ago).
Because i will write in the near future an article about this i will only say a few things about it.
Thief, for example, is an immersive sim that relies on a context but not only that. Sure, it helps reinforcing suspension of disbelief.
That being said, if you put abstract volumes it will requires the same skills and the same effort to get to the point if you manage to get the tension as high as in the original version.
From my researches, one of the most important thing to get the stealth feeling is to provide the right amount of unknown with visibility limitations through level design pushing player to take risks. And it is an aspect that can be applied in any context.
What you said about Flash games, may be another category of “stealth game”.
I’m saying this because i think we can divide stealth games in multiple categories.
Thief’s category, is based on your feelings and the tension it creates within the frustrum of limitations (such as player visibility as said before).
But Metal Gear Solid (ps1)’s category gives the player full visibility of what is going on providing tactical approach. Which, i think is more like the flash games you talked about. And in the end, context is even more important here to make it stealthy.
Another recent stealthy game like this is Volume (on steam) which is almost abstract.
I am not saying that Volt Patrol is strongly stealthy but it uses same part of aspects as Thief category uses.
For example, escaping guards during alert is a part of the cultural and typical stealth experience players know and expect. And it’s a thing that i don’t provide (there are good reasons for this but it’s a big topic which i will not cover here).
To finish, i try to make a game with an appropriate scope for me, a solo game developer who doesn’t want to take years to release a game.
So, it means that i try to make a simple, yet of good quality, stealth-driving game
Thanks again for your analysis