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Reviews for "Tiny Heist"

Love grid based puzzles, and I'm always amazed at how people can come up with new ideas. But, imo, all step/turn based puzzles should have undos like Puzzlescript. I noticed I tended to lose because I go too far, advancing of 2 instead of the intended 1. So an undo function would be very appreciated.
Anyway GJ - thanks for sharing!

Wonderful game! Somewhat difficult, not possible to play on auto-pilot. But it has very old school feel. Strong mechanics compensates for the lack of visuals.

Genuine old school feel, without all the bullshit that old-school suffered from, meaning great.
Of course, since it got rid of old-school bullshit it has to be subject to modern bullshit, as seen in the fact that it's a roguelite, which isn't necesarily a bad thing, but it could use a good ballancing act or two in the RNG.

First turn-based stealth game I ever had genuine enjoyment for. I'd rather it have designed levels, but if you want to keep it rng, hope you tweak the system to perfection eventually.

In short, with a bit of balancing, this game could become a bite-sized modern classic, and those quick rounds make it perfect for a party game. Hope to see it improve and grow in popularity.

Finally, after 1 week I’ve completed my review/"guide". Unfortunately it’s too long and I’m not allowed to submit it in its entirety, so I’ll publish only the first half. If someone had pleasure in helping out, I’ll send him the second part in order to submit it as his review.

First I’ll give you some basic advices, then a spoiler section will cover elements that someone can enjoy to discover by himself. I apologize for any errors, but consider that English isn’t my first tongue.

You don’t only have to avoid enemies, sometimes can be wiser to STUN them by stepping on the same square in which they’re (obviously avoiding being seen). A stunned enemy will be helpless for 30 turns (this timer stops as long as you’re on the same square of it). As an alerted enemy has the possibility to move and hit in the same turn, when it reaches and hits you it has to be stunned or you’ll die in less than 3 turns. Also, if the stunned enemy was alerted (but only in the case you stepped in its field of view), its alerted status will be reset after recovering from the stunning condition.

While many types of enemy take 2 turns to move between 2 adjacent squares, you’ll need only 1 turn to do the same. Remember this when you CALCULATE THE RIGHT MOMENT to stun or avoid an enemy. Also remember that many of them become faster (or start moving) when alerted of your presence, moving at your same speed.

Some map’s conformations, like corridors, limit some enemies’ field of view. Remember this when you CALCULATE THE BEST PLACE to hide or wait to stun your enemies.

In every floor (except for floors 5, 10, 11, 12, 13, 14 and rooftop) there’s exactly 1 key, but there may be more than 1 locked door, so be careful or you can stuck yourself (unless you’ve a helpful gadget). Likewise in a floor there may be more than 1 door leading to the room with the exit stairs, luckily not all locked; in this case you should save a key, it can save you when another floor’s key is difficult to reach or you can use it on a floor with a safety vault.
Safety vaults (I’ve decided the name) are little rooms with a locked door, containing 1 gadget and 2 gems.

In every floor (except for floors 10, 15 and rooftop) there’ll be exactly 1 gem (unless safety vaults are randomly generated on that floor).

When exploring a floor it’s initially obscured, then the explored part will become visible when reached by your field of view. When guessing a direction to follow, you should consider enemies' positions and map’s morphology (e.g. corridors’ shape, presence and position of doors, etc.) in the visible part and question marks in the obscured one.
A question mark that doesn’t move can be an enemy, a gadget, a key or a gem as long as it’s in the unexplored part of the map, whereas a moving question mark is surely an enemy. By considering the floor’s level too, as you become expert you’ll be good at anticipate what a question mark is (e.g. 3 adjacent motionless question marks denote very likely a safety vault).

Excluding some cases (e.g. when you’re adjacent to 2 or more walls), YOU CANNOT CHANGE DIRECTION WITHOUT MOVING TO ANOTHER SQUARE. It seems a small thing but it can be crucial when you’ve to use gadgets, especially while dealing with alerted enemies.

Entrance stairs on every floor (except for 11) are the only SPAWNING POINT of future enemies. Usually the first enters after 75 turns, while all others come every 60 turns. Sometimes these numbers change, but it’s an element that needs further investigations.

Last but not least, you don’t have to underestimate the possibility to spent a turn in the same square: LEARN WHEN TO WAIT can completely turn the tide of a match.

***SPOILER SECTION PART 1/2***
Information here are about: 1) Floor levels, 2) Gadgets and 3) Enemies.

Note: some elements (e.g. difficulty range or rarity) are completely subjective.

1) Floor levels
Floor 1: Difficulty range(DR): 1-2/10. Notes: there’re always 1 gadget of low rarity (see gadget section) and exactly 1 locked door leading to exit stairs; totally enlightened level from the beginning.

Floor 2: DR: 2-3/10. Notes: none.

Floor 3&4: DR: 2-3/10. Notes: in one and only one of these 2 floors there’ll be a shopkeeper(*).

Floor 5: DR: 1-4/10. Notes: the floor is a giant room in which are disposed some sets of enemies restricted in limited areas or closed into minirooms. Every set of enemy guards a gem or a key and they work as a sort of preconfigured "puzzles". There’re at least as many keys as the number of locked doors leading to the exit stairs (usually 3). Protip: after taking as many keys (and the gem) as you can, if you’ve a "drill", a "portable door" or eventually a "bomb" (see gadget section), it’s the best moment to make it really useful.

Floor 6&7: DR: 4-6/10. Notes: in one and only one of these 2 floors there’ll be a shopkeeper(*).

Floor 8&9: DR: 4-6/10. Notes: none.

Floor 10: DR: 1-7/10. Notes: floor’s configuration is similar to floor 5, but with more sets of enemies as there’re usually 1-3 gems, many keys to recover and 4-6 locked doors leading to exit stairs. Protip: floor 5’s considerations here worth double.

Floor 11: DR: 0-0/10. Notes: there’re not enemies, nor do they spawn; exit stairs are freely accessible; there’s a special shopkeeper(**); there’re always 5 gadgets, 3 of which are behind 1 locked door each, whereas the other 2 are behind 2 locked doors each; all gadgets on this floor level are of low or medium rarity (see gadget section). Protip: keep with you at least 1 key, it could save your life on floor 15. Also, if you can, keep some extras keys (around 4) as they’ll come in handy on the rooftop.

Floor 12: DR: 7-8/10. Notes: there’re not keys, neither locked doors.

Floor 13: DR: 8-9/10. Notes: there’s always a shopkeeper(*); there’re not keys, neither locked doors.

Floor 14: DR: 8-10/10. Notes: there’re not keys, neither locked doors. Protip: if you’ve a "lightbulb" (see gadget section), it’s the last floor in which it can be particularly useful.

Floor 15: DR: 8-10/10. Notes: as for floors 5 and 10, there’re sets of enemies like "puzzles", but they’re not freely accessible as those on floors 5 and 10, rather they’re in sequence, with a "terminator" (see enemy section)that follows you from behind, so that you don’t have much time to dilly-dally; there’re 1-2 gems and exactly 1 locked door leading to the exit stairs. Protip: if you’ve followed floor 11’s protip you don’t need to take the key on this floor if this means certain death.

Rooftop: DR: 0-10/10. Notes: totally enlightened level from the beginning; there’s an heliport not far from the entrance stairs (you’ll escape and win the game by stepping on it); there’s always 1 "bomb" near the entrance stairs; the only type of enemy spawning here are "terminators"; there’re a certain number of rooms without doors, always containing 1 or more gems and 1 "bomb", guarded internally by "laser cameras" or "laser sentinels" (see enemy section). Also there may be some rooms with locked doors containing 1 gem each. Protip: rooms are designed so that you (starting from the "bomb" you find at the beginning) can proceed from one to another by taking the "bomb" contained in each one, in order to collect gems inside them. Also a "drill", a "portable door" or (if lucky) a "teleporter" (see gadget section) can be helpful in this respect.

Floor(s) ???: Hint: somehow it could be called "floor 0", even if this could lead to an error. ;)

(*)When you talk with a shopkeeper he offers you 1 gadget for 3 gems; you can accept or refuse and eventually accept later by talking with him again (by remaining on the same floor, of course, as you won’t come back if you go upstairs); the gadget is always one of low or medium rarity (see gadget section), it’s randomly determined when you enter the floor and it won’t change by talking with him again; once you accept the gadget, that shopkeeper won’t sell anything else; if you don’t have 3 gems and/or an empty gadget slot, the shopkeeper won’t sell you the gadget. Protip: you shouldn’t buy any gadget for 3 gems (maybe only a "drill" could be worthwhile).
(**)Shopkeeper at floor 11 doesn’t sell a gadget, but keys; the first key costs 1 gem, the second key costs 2 gems and so on. Protip: you shouldn’t buy more than 1 key if your primary goal is to collect a lot of gems.

2) Gadgets
Remember that you can have only 3 gadgets at a time. If you step on a 4th one, you’ll have to choose which one you want to destroy. Protip: if you’re interested in a gadget you’ve found on the ground, but you've already 3 gadgets, consider to use one of them instead of destroy one (e.g. a "lightbulb").

Now I’ll illustrate them by subdividing them in 3 subcategories: 2.1) Stunning gadgets, 2.2) Killing gadgets and 2.3) Utility's gadgets.

Note: when a gadget has "n" uses, I’ll denote it with (xn).

2.1) Stunning gadgets
Banana: Rarity(RRT): low. Range(RNG): 1 square, behind your current direction, or at your same square if behind you there's a wall. Notes: the effect starts only when someone steps over it; it disappears after 1 enemy is affected (every type of enemy can be affected); if there’s a gem or a gadget in the destination’s square the 2 elements will coexist, while if there’s a key the latter will be destroyed (probably a BUG). Protip: best use is when you’re followed by an alerted enemy.

Signal jammer: RRT: low. RNG: a lot of squares, every direction around you. Notes: it works only on "cameras" and "sentinels" (normal and laser version). Protip: don’t waste for easily avoidable "cameras" or "sentinels".

Leaf blower: RRT: medium. RNG: a lot of squares, in front of you unidirectionally. Notes: it affects all enemies in its range; knocks back all enemies hit until they reach a wall or another obstacle.

Fire extinguisher (x6): RRT: high. RNG: some squares, in front of you unidirectionally and adjacent ones. Notes: nor walls neither other obstacles limit its range; it puts out fire from squares that are covered in flames(*). (**)

TerryCavanagh responds:

this is really great! looking forward to reading the second part!

Great gameplay with deep mechanics! The lack of music makes everything tense. Roguelike elements keep you on your toes. Difficulty curve is steep, but exciting. Graphics are minimal, but informative and enjoyable. Fantastic game!

Here is pt. 2 of AloneInTheHalo's walkthrough:

***CONTINUED FROM ALONEINTHEHALO’S REVIEW***
***SPOILER SECTION PART 2/2***

2.2) Killing gadgets
Pistol (x4): RRT: medium. RNG: a lot of squares, in front of you unidirectionally. Notes: it kills 1 enemy at a time; alerts all mobile enemies (***).

Sword: RRT: high. RNG: all squares until a wall, in front of you unidirectionally. Notes: it kills all enemies in your path; you'll find yourself at the last square affected by this attack; you won't be detected even if the attack PASS THROUGH enemies' fields of view.

Matchstick: RRT: high. RNG: some squares, in front of you unidirectionally and adjacent ones. Notes: it kills enemies weak to fire in its range; kills also the shopkeeper and destroys gadgets on the floor; gems and keys are immune; squares are covered in flames(*).

Bomb: RRT: high. RNG: 3 squares, every direction around you. Notes: it explodes as soon as you use it; kills all enemies in its range; also destroys walls and doors; you, shopkeepers, gems, keys and gadgets are immune; alerts all mobile enemies (***).

2.3) Utility's gadgets
Lightbulb: RRT: low. Notes: it illuminates the entire floor; if the floor is already enlightened or if you’re using a cardboard box, it does nothing.

Skateboard (x3): RRT: medium. Notes: you'll move forward until bumping into an obstacle, consuming just 1 turn; you won't be detected even if PASSING THROUGH enemies' fields of view.

Drill: RRT: medium. Notes: it makes a hole in front of you (all wall squares until an empty square); it does nothing if used in front of an empty square.

First aid kit: RRT: medium. Notes: it heals 1 life. Protip: don’t keep it if you’ve lost 1 life, you need slot for other gadgets.

Teleporter (x3): RRT: medium. Notes: it teleports you somewhere on the same floor; if your arrival destination is within some enemies’ field of view, they'll be stunned. (**)

Time stopper: RRT: high. Notes: it stops time; lasts for 19 turns or until you attack someone or use some types of gadget; you won't be detected even if walking through enemies' fields of view(****).

Portable door: RRT: high. Notes: a door is placed in front of you; if there’s an empty square, a wall or a locked door in the destination’s square they’ll be replaced with a normal door, whereas if there’s an enemy nothing will happen; similarly to bananas, if there’s a gem or a gadget in the destination’s square the 2 elements will coexist, while if there’s a key the latter will be destroyed (probably a BUG).

Cardboard box: RRT: high. Notes: it hides from all enemies' field of view(****); lasts for 49 turns or until you attack someone or use some types of gadget; alerted enemies return at their normal behaviors; visible explored part of the floor will return black; it reduces your field of view. (**)

Helix wing: RRT: extreme. Notes: you’ll instantly escape the game with your current number of gems. If you've this gadget but you escape without using it, you’ll lose 10 gems.

Error: RRT: extreme. RNG: 6 squares, every direction around you. Notes: everything on squares in its range (with few exceptions) is affected by error’s dimension; it alerts all mobile enemies (***).

(*)Every few turns flames on the floor spread from a square to adjacent ones, don't taking into account walls or other kind of obstacles; "elite bots", "rooks", "terminators" and "living flames" are not affected by squares covered in flames.
(**)Protip: best use is when you’ve to deal with a horde of alerted enemies.
(***)Those already on the floor, the ones entering later and those recovering from stunning condition.
(****)You'll still take damage if walking on a square covered in flames.

3) Enemies
I’ll illustrate them by subdividing them in 4 subcategories, for descriptive purposes only: 3.1) Basic enemies, 3.2) 2.0 enemies, 3.3) GPS enemies and 3.4) Special enemies.
Note: lengths will be expressed in squares, speeds will be expressed in squares/turn.

3.1) Basic enemies
If you’re seen or perceived by an enemy of this subcategory it’ll be alerted and/or alerts all mobile enemies on the floor. Mobile enemies of this type doesn’t open doors if not alerted.

Camera: Field of view's max depth(FVMD): 7. Field of view's max width(FVMW): 5. Normal speed(NS): 0. Alerted speed(AS): 0. Notes: it usually rotates between 2 directions forming a 90° angle; it doesn't attack, but if you're seen it stops its rotation and alerts all mobile enemies (*).

Patrol bot: FVMD: 7. FVMW: 5. NS: 2. AS: 1. Notes: it moves forward until reaching an obstacle, then it rotates of 90° (180° if in a corridor) and moves forward until reaching another obstacle, and so on; if you're seen it starts following you, hitting when it reaches a square adjacent to yours (not diagonal).

Guard dog(**): Perception's min radius(PMIR): 0. Perception's max radius(PMAR): 2. NS: 0. AS: 1. Notes: it sleeps all the time but it can perceive your presence when its sleep is weaker, so it's more correct to talk of radius of perception instead of field of view; for 8 turns its perception is null, for 4 turns it perceives from 1 square away in every direction, for 4 turns it reaches its maximum radius, then for 4 turns it returns to 1 square, then again its perception is null and the cycle starts again; if you're perceived it awakes and starts following you, hitting when it reaches a square adjacent to yours (not diagonal). Protip: especially in higher level floor, they usually start to appear in packs of 2, 4 and finally 9, so take some time to study their sleep cycles and learn how to avoid waking them.

Sentinel: FVMD: 7. FVMW: 1. PMIR: 1. PMAR: 1. NS: 0. AS: 0. Notes: it's field of view is composed of 4 equidistant lines that rotate uninterruptedly anticlockwise around it; it also always perceives you if you're 1 square away from it; it needs 48 turns for a 360° rotation; like cameras it doesn't attack, but if you're seen it stops its rotation and alerts all enemies (*).

3.2) 2.0 enemies
Enemies of this subcategory are advanced version of some enemies of the previous one. The main difference is that these enemies are armed with laser, so that a field of view (and/or radius of perception) is ALSO a range of action.

Laser camera(**): FVMD: 7. FVMW: 5. NS: 0. AS: 0. Notes: it works like a camera, but moreover it remotely fires at you EVERYTIME you step on a square in its field of view.

Laser patrol: FVMD: 7. FVMW: 5. NS: 2. AS: 1. Notes: it has the same characteristics of a patrol bot, but moreover it remotely fires at you THE FIRST TIME you step on a square in its field of view.

Laser sentinel(**): FVMD: 7. FVMW: 1. PMIR: 1. PMAR: 1. NS: 0. AS: 0. Notes: it has the same characteristics of a sentinel, but moreover it remotely fires at you EVERYTIME you step on a square in its field of view or in its radius of perception.

3.3) GPS enemies
Enemies of this subcategory are always aware of your presence, even if you hide using the "cardboard box". They constantly make their way to the shortest path to reach you, opening doors (not locked one) on their way. Because of this characteristic, it’s more correct to talk only of range of action instead of field of view. Also their speed doesn't change because they're already aware of your presence.

Elite bot: Range of action’s max depth(RAMD): 6. Range of action's max width(RAMW): 1. Speed(SPD): 2. Notes: it remotely fires at you EVERYTIME you step on a square in its range of action. Protip: when it's in the unexplored part of the map, it's marked with a RED question mark.

Rook: Range of action’s min radius(RAMIR): 1. Range of action’s max radius(RAMAR): 1. SPD: 1. Notes: it can change direction only on squares adjacent to a wall; when it starts to move along a direction, it doesn't stop until reaching a wall or another obstacle in front of it; if it hits you, its radius of action will be canceled intermittently for some turns. Protip: wait a turn as soon as you enter floors 12-14. If you see a question mark that moves it’s surely a rook, as it’s the only enemy with this speed. As floors 12-14 are usually composed of cramped rooms with narrow and tortuous corridors, rooks can be very annoying, so try to outdistance them more than possible.

Terminator: RAMD: 6. RAMW: 1. RAMIR: 1. RAMAR: 1. SPD: 2. Notes: It has the same characteristics of an elite bot. Protip: it's a f****ing terminator, run!!! (However don't forget that, eventually, there're ways to stun or kill it too)

3.4) Special enemies
Living bomb(**): PMIR: 0. PMAR: 0. NS: 0. AS: 1. Notes: like guard dogs it sleeps all the time, but conversely its radius of perception is always null; it works exactly as the "bomb" gadget, but the explosion harms you too; if it explodes when you step upon it you’ll lose 1 life; when alerted of your presence because another enemy or a gadget you used, it starts following you and, when the distance is lower than 10 squares, a timer starts and it'll explodes after 9 turns; if you're caught in the explosion in this case, you'll lose 2 lives; if you use a "cardboard box" when it's already alerted it'll explodes immediately, but you won't take any damage even if you're caught in the explosion.

Living flames(**): Notes: it's a living flame and it's evil, you don't need to know anything else about it. Protip: if you step on the same square in which it is, or if you try to kill it, it'll explodes, putting out fire from squares covered in flames in a radius of 5 squares in every direction around it. Moreover you won't be harmed by this explosion.

(*)Those already on the floor, the ones entering later and those recovering from stunning condition.
(**)Its real name is unknown, therefore I gave it one.

Update about number of key's on a floor level:
I've actually discovered that on some floors may be generated a kind of room, that I've called ritual room, closed with a locked door, which contains 4 "patrol bots" going around a gadget of medium or high rarity, with a key located on the external southeast side of this room. So, when a ritual room is generated on a floor, the number of keys on that floor is incremented by 1, as well as a safety vault increases the number of floor's gems of 2 units.