All apps and companies

I
App · Games

Invisible, Inc.

A stealth tactics game about infiltrating corporate facilities.

2 sources4 tips

Where Invisible, Inc. comes up2 episodes and tests

Gcreator of Game Maker's Toolkit testShould Designers Listen to Negative Feedback?Gcreator of Game Maker's Toolkit testThe Five Types of Stealth Game Gadget - School of Stealth Part 2
In short

Invisible, Inc. uses an alarm that ratchets up over time to create pressure without a hard timer. Kills raise it one level, and knocked-out guards wake after a few turns, so safety expires and players must keep adapting. The lesson: design around the emotion a mechanic creates, then attach costs to powerful options. The sources give no sales or player numbers.

At a glanceInvisible Inc's alarm creates pressure without a turn timer
XCOM 2
  • Turn timers on missions
  • Players rush
  • Players take risks
  • Lands in sticky situations
Invisible IncWon
  • Alarm ramps up over time
  • No turn countdown
  • Each kill raises alarm one level

Similar pressure, less annoying

From Game Maker's Toolkit

What was said about Invisible, Inc.

  • Invisible Inc's alarm adds pressure without a hard timer and makes kills costly. The alarm system ramps up challenge over time, so players feel pressure to move without a turn countdown. Each kill also raises the alarm one level, which makes weapon use risky rather than effortless.

    Game Maker's Toolkit sets this against XCOM 2's turn timers, which made players rush, take risks and land in sticky situations. Invisible Inc gets a similar feeling by a route that annoys less. The kill penalty addresses Robert Yang's complaint that killing 'depopulates a level, severs connections between systems, and makes the game boring'. Dishonored uses score and narrative penalties for the same job.

  • Knocked-out guards in Invisible Inc wake up, so safety is temporary. Guards who are knocked out wake after a few turns unless you sacrifice a teammate to pin them. Players cannot treat a takedown as a permanent fix and have to keep adapting.

    This is the same idea as Splinter Cell's fuses that flicker back on and its smoke bombs. Each creates 'a tiny and temporary pocket of safety within a danger zone'.

  • Keyhole peeks let Invisible Inc players study a room before entering. Players look into the next room through a keyhole, then plan and execute the move through it. This supports a stealth loop of observation followed by execution.

    Game Maker's Toolkit groups keyholes with Splinter Cell's optic fibre camera, Alien Isolation's motion tracker and Dishonored's lean. Each lets players see past the character's viewpoint. Gunpoint's Tom Francis is cited for the point that information is the raw material plans are made of.

More in Games

Games

Nintendo

A Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.

G64 sources · 356 tips
Games

The Legend of Zelda: Breath of the Wild

Nintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.

G30 sources · 203 tips
Games

Dead Space

A major video game publisher and the guest's employer.

G29 sources · 94 tips
MGames

Mind Over Magnet

A puzzle platformer where you escape a factory using a magnet and a magnetic field.

G9 sources · 126 tips
Games

Far Cry 2

An open world action game where you recruit and play any of London's citizens.

G34 sources · 69 tips
Games

God of War

A combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.

GB16 sources · 56 tips
MGames

Mind Over Magnet

Mark Brown's first game, a puzzle game he made while learning Unity.

G5 sources · 38 tips
Games

Dishonored

A first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.

G11 sources · 36 tips