A 2D stealth game that shows guards' sight and sound on screen.
Exposed information makes players feel powerful and capable
From Mark Brown on Mark of the Ninja vs Thief
Mark of the Ninja shows hidden state so stealth becomes planning. It builds on Thief's stealth and adds UI for light and shadow, how far a sound travels, what guards can see and think, and what an item will do. Thief rewards patient observation and immersion, while the extra information makes Mark of the Ninja about building plans, luring guards and setting traps.
The game was designed by Nels Anderson, and Mark Brown compares it with Thief: The Dark Project. Quote: "By showing the player exactly how the world works, the player feels powerful and capable."
It takes Thief's patient observation and adds UI for light, sound range and guard vision. That turns stealth into planning, luring and trapping.
Mark of the Ninja shows hidden state so stealth becomes planning. It builds on Thief's stealth and adds UI for light and shadow, how far a sound travels, what guards can see and think, and what an item will do. Thief rewards patient observation and immersion, while the extra information makes Mark of the Ninja about building plans, luring guards and setting traps.
The game was designed by Nels Anderson, and Mark Brown compares it with Thief: The Dark Project. Quote: "By showing the player exactly how the world works, the player feels powerful and capable."
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