A real-time tactics stealth game set in feudal Japan.
Gcreator of Game Maker's Toolkit testHow do Stealth Games Deal with Detection? - School of Stealth Part 3
Gcreator of Game Maker's Toolkit testThe Five Types of Stealth Game Gadget - School of Stealth Part 2Shadow Tactics made quick load its official answer to failure, which lets players retry freely but drains the tension of being spotted. It also gave straw-hat enemies immunity to rock distractions, so a favourite lure can't solve every encounter. Lesson: decide how failure is handled, and have enemies counter your best tool. No numbers appear in the sources.
From Game Maker's Toolkit
Shadow Tactics builds quick load in as its official way to handle failure. Many stealth players save before anything sneaky and reload when they fail. Shadow Tactics makes that the sanctioned response to being spotted, instead of designing a way to recover.
Game Maker's Toolkit argues that designing against quick loading protects the tension of being spotted, since reloading breaks flow and removes the dynamic escape. Its line: "It kills the tension of being spotted if you're one button away from fixing it."
Straw-hat enemies in Shadow Tactics ignore rock distractions. Throwing a rock to lure a guard is a favourite tactic, and the straw-hat enemies are immune to it. That forces players to use other tools, so no single tactic wins every time.
Game Maker's Toolkit pairs this with Hitman's enforcers, who see through disguises, as examples of enemies countering a player's best tool. Its line: "if you stick to one powerful technique, you shouldn't be surprised if your opponents start using it against you."
It builds quick load in as its official way to handle failure.
Shadow Tactics builds quick load in as its official way to handle failure. Many stealth players save before anything sneaky and reload when they fail. Shadow Tactics makes that the sanctioned response to being spotted, instead of designing a way to recover.
Game Maker's Toolkit argues that designing against quick loading protects the tension of being spotted, since reloading breaks flow and removes the dynamic escape. Its line: "It kills the tension of being spotted if you're one button away from fixing it."
Enemies in straw hats ignore rock distractions, which counters a favourite lure tactic.
Straw-hat enemies in Shadow Tactics ignore rock distractions. Throwing a rock to lure a guard is a favourite tactic, and the straw-hat enemies are immune to it. That forces players to use other tools, so no single tactic wins every time.
Game Maker's Toolkit pairs this with Hitman's enforcers, who see through disguises, as examples of enemies countering a player's best tool. Its line: "if you stick to one powerful technique, you shouldn't be surprised if your opponents start using it against you."
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