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A jam submission

The Louvre HeistView game page

Submitted by wolfheat — 3 minutes, 17 seconds before the deadline
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The Louvre Heist's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity / Innovation#123.7563.756
Overall (Fun and Playability)#213.3413.341
Audio#282.9762.976
Visuals#313.2683.268

Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
I got Dragon Perks in the game, that gives special abilities

Where did the assets come from?

External graphics

Some graphics assets were downloaded or made prior to the jam

External audio

Some audio assets were downloaded or made prior to the jam

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Comments

Viewing comments 28 to 9 of 28 · Next page · Last page
Submitted

I was able to steal stuffs from the Louvre! On my second try though, as I was confused by the second level and was unable to figure out how to escape on my first try.

I love that you made these mechanics for stealing things - breaking, lockpicking, griding, it fits the game really well.

Navigation and time pressure were spot on, I never felt lost (except the exit on the second level, and I was a bit blind on the last level, not spotting the entrance). I wish music was a bit louder, as it’s barely perceptible, though it’s not in the way also.

Perks worked nicely I felt that I was making the informed choice when selecting perks for the last heist.

Overall nice game, here’s my play-through:

Developer(+1)

Thank you very much for playing the game and making a video. It gives me so good feedback to work on in making the game better. I was kinda on my edge looking at your playthrough. You really left in the last seconds several time, which was nice but nerve wrecking to watch. And also, nice to hear your reasoning, of how and when to use the grinder to get out :) 

There is some stuff I would change in the game to make it more obvious what to do, but some is nice to have the player figure out themself. I liked that you kept on playing even when you had to restart, I really wanted you to complete the game. It seems like the complete rate is quite low, I got 9 completion and 40 votes, and even more players outside of the jam has played it so maybe only 10-15% at most. 

I think the offline message you got in the end, was because the game didn't connect that fast to the server, then it changed to success when the score was correctly uploaded.

Thank you again!

Submitted

Cool game! It's a nice wink to what happened recently. The theme implementation is a bit thin, but I'd rather play a fun game than playing something that desperately tries to stay on a theme. I enjoyed the structure with varied, well-designed environments and verticality. The progression from a site to the next felt logical, too. The perk system is interesting, even though I ended up just using fast movement. I'm not sure what stealth do, does it add more time before the police comes?  

It ended a bit abruptly, I would have enjoyed seeing a real newspaper article or something at the end, but that minor.

Great job!

Developer(+1)

Thank you for playing!


I'm glad you enjoyed it. I think I didn't really managed to get the ending as I would have liked it to be. Some more polish, more time etc would make that part more enjoyable. Newspaper suggestion is very nice, I might use that one for the post jam release. Perk system Stealth gives more time before police arrives. I initially intended it to make it harder to be noticed i.e delaying the point where the police is notified, but I wasn't able to make those part of the game before the deadline.

Thank you!

Submitted

What a nice idea, a heist dungeon crawler. The structure of the three missions, where you have to complete objectives to get to you next goal is nice. Movement is snappy and the collection aspect was very satisfying. Some things are a bit unclear, as I had to watch a video to see, that you could walk down the crane. I thought about it, but could not figure it out myself. I am not the biggest fan of the untextured high res low poly look. I think the game would look cooler with a bit lower res, like Virtua Cop on the Sega Saturn. That said, very well done.

Developer

Thank you for playing!

Some things sounds much better in theory than in execution. I put thought into how I laid out the levels to prepare the player for whats next, but it kinda backfired. So many players not getting passed the build site for instance. I was like, I make the first stair up the building "not a stair" so the player will get that stuff that isn't normally stairs can work as stairs. Also I think I put to much text in the briefing, so players missed that the mission is to get the vehicle and a powertool of some kind.  I might have to rework some of these mechanics and information to the player for the post jam release.

This is the first time I've tried this low poly style. Have wanted to try it for a while and I thought this jam would fit. Not sure how much Ill use it in the future. I'm kinda leaning towards trying out a retro style.

Submitted(+1)

I enjoyed the gameplay and main idea. Its was a pleasure to grab those money piles with satisfying sound. Gameplay loop feels solid - that siren at the end of level forces you to change temp and feel some danger: sweet cherry on top. Menu animations and font felt "classy" - that adds to the right vibes of modern-ish thief.
 Being a simple folk with soft hands - i wasn't able to figure out "heavy machinery", but it's all right.

 However i could not get rid of the feeling that this submission has far more themes that match with previous Dungeon Crawler Jam 2025 - Heist and Treasure hunting. So i will not lie - this inclusive thought somehow affected my gameplay experience.

Anyway - thanks for sharing, it was a fresh and cool entry to play!

Developer(+1)

Thank you!

Seems like there is a bunch of players not getting passed the machinery "puzzle". I will have to have a look at how I can make that more obvious or forced in the upcoming update.

I remember the last jam having heist as one of the optional themes, but at that time I went with genre fusion and treasure hunting. I guess this game would have fitted the themes way better that year.

Thank you for playing!

Submitted(+1)

This was a lot of fun! It was nice to be in a non-fantasy setting. I liked how you could revisit locations to find the stuff you missed. I also liked how you would get tools to let you access things you’d previously seen. Having multiple levels in the construction level was cool too. I had fun the entire time I was playing it - great job!

Developer(+1)

Thank you!

I tried to make introduction of mechanics so the player would know how to use it later, but it still seemed hard for some players, so maybe I didn't make a good job. Like having the player climb stairs that aren't really stairs in the beginning of the buildsite and then using that for the crane, and learning to operate the crane before using it in the end. I placed containers and interactables in the hideout so the player could practice using them, before being in the louvre etc.

Thanks for playing!

Submitted(+1)

I like the core gameplay loop in general. The game is pretty innovative as a crawler. I especially like the interactivity with the world and unlocking new tools as you complete missions.

I left the Louvre Museum mission without completing the objective and  game ended with the credits roll. I started again. I completed Office and Building site missions first but Louvre mission didn't get unlocked so i had to quit the game without completing it. I already played the Office mission 3 times at that point. But it's a very fun and creative game, i enjoyed playing it and happy to see your game on this years' jam. I played your games in the last 2 jams too :) Love the scoreboard feature as well. Pretty cool entry, nicely done!

Developer(+1)

Thank you!

Nice to have someone playing 3 of my games and remembering them. No jams have been consistent for me except the Dungeon Crawler. I seem to regard this as the most enjoyable of the ones I participated in, so I keep coming back, and I'm loving it.

Glad you liked the scoreboard. First time I've been able to implement it in a jam. Its a bit tricky to get going the first time around, but once you do you can reuse that code for future project with ease. 

I wish I had spent more time in some polish and balancing of the money needed to progress. I did this in the last hours of the game, and just put it at even numbers, which I thought would look good. But I should have made sure it was easy to obtain, but not enough in the office to unlock Louvre directly.

Thank you for playing!

Submitted

Oh i just realized that the Louvre mission in your game was inspired by the 2025 Louvre heist :D  The crane, the disc cutter to cut glass windows, don't think that all of that can be a coincidence :)  It's a pretty cool reference, i loved that!

Developer(+1)

Yeah its inspired. Try checking the google streetview of the place... :P

Submitted

Very nice! I would say dragon perks is stretching the theme a bit :p haha, well done!

Submitted

Man this is really slick, animations and movement are really satisfying and your visuals are excellent.  Really love your environment assets, so nice.

After the office mission I was still short on cash to advance to the next one, I must have missed some important loot.  Still though, a very smooth experience.

The multiple tools element was a nice touch, gave me a reason to backtrack to pick the lock on the safe.  Great work!

Developer

Thank you for Playing!

Submitted

Really well done and a very unique idea for a dungeon crawler! I have to wonder if the Louvre gets shitty whenever there is a game based on breaking into it xD I noticed for the Louvre level you tried to match up the real life location for the heist in game too pretty well! Really good effort and was fun but I will give a few critiques!

  • If your going to need nearly all the money in a level to progress maybe make a not on the map for each level like "I think I found everything (Or Not)!". 
  • I wasn't sure where to exit in the Louvre level (Thought it might be the blue particle ring things or something) and got game over. This reset the game right to the start! Maybe just make it reset the level because it can be a bit of a pain doing the same stuff you have already accomplished again! 

Overall though really good work :)  

Developer(+1)

Thank you for playing!

Nice that you figured out that I tried to match the location, that is why it got a bit airy and not concise, so instead I blocked off the sides. I think I should have blocked it off even more though. I even placed the glass pyramid on the other side of the building, but the player never sees this, lol. For your critiques, I think both of them are valid. I'm not sure exactly how many percent you have to get of the loot to progress, but its not all but maybe 90-95%. I should make that marginal larger. And the blue particle thing, shouldn't be there. It is a remnant from when I was thinking of teleporting the player in and out of the area, but I forgot to remove it :P Restarting the level at being caught seems like the better solution. Ill do that for sure! 

Thank you for your feedback!

Jam HostSubmitted

I really enjoyed this. First time I got caught trying to solve the puzzle of "how to crane" which is honestly a great puzzle. The whole game felt very satisfying. Every construction site needs pirate-style treasure chests filled with cash! The rush after the alarm was triggered, pushing my luck at the Louvre, frantically figuring out the crane again, etc. I actually beat it with 0 seconds remaining. It was a very tense moment, quality heist game stuff! So well done on the game. 

On my second playthrough I couldn't get enough $$ to progress beyond the office. I kept going back and trying to find whatever I had left behind but to no avail. My first play through wasn't a problem, 1st play through I made it to the construction site. So I refreshed the browser and tried a third time and everything was fine. I'm not sure if I just missed something or not, I was $498 away from my $10k target. I also opened things through walls in the office.

I never considered the dragon heads and I don't know if I had anything activated at the end or not. I learned how the mechanic worked I just didn't bother with it. It seemed unnecessary.

Overall I think the polish, visuals, game feel, duration, and fun are just great.

Developer(+1)

Thank you very much!

I'm glad you finished the game. I have noticed in issue with resetting the game when going through the win sequence, Ive patched it up and will release it in a new version post jam. If you noticed the unlocked dragons are there the second time around. I guess you are the first one going back for another go. I just regret giving the player that little time in the louvre, it gets kinda anticlimactic because of it. I could have made that so much better. 

Well well, Im glad I got a working game out in time.

Thank you for playing!

Submitted

This was put together very well, nice job.
I love the music, I sat and listened in the main menu for like 3 minutes before even pressing start... matter of fact, I'm actually just sitting in the base listening to the music as I type this. Not going to lie, it scared me when I heard the police sirens for the first time lol. As others have mentioned, some additional hints/tips would help but also it was kind of fun just figure it out. Lastly, I wish one of the Themes played a bigger role in the gameplay or meshed better with the style of the game, def. not a deal breaker by any means though.

Developer

Thank you!

Yeah, I wanted the police action to be a bit more noticeable.  Like real sirens and blinking lights. I prob add that for the post jam release. Also changing the sound to something more hectic would make a big impact. I had a hard time making the theme more coherent and the dragonheads was what my mind could come up with at the time. I'm semi unsatisfied with it. The perks kinda works with the gameplay, but there are no real reason for them to have to be dragons really.

Submitted

I enjoyed playing this, especially the open world feel of the locations with their semi-secret areas. The heist concept is innovative for a dungeon crawler, and the alarm system adds tension...or panic, in my case! :-) Graphics and audio are good and create the right atmosphere. 

I had to visit the office twice to make the 10k,  so it was nice of them to restock all that cash! :-) Then made it as far as the truck, but was unable to lift the stands and got caught by the cops. I really liked the multilevel, maze-like layout of the construction site, that was fun to explore.

My only minor suggestion is to have a few more tips initially, e.g. about needing a tool to pick locks, and perhaps a prompt to look at the notice board on the back of the door.

Great game, thanks for submitting!

Developer(+1)

Thanks for playing!

I could add some more hints and explanations of how things work for sure, that's a great suggestion. 

Submitted(+1)

Fun game and a really cool idea! I'd love to see more of this. Got stuck for a while on the construction site, until I realized that you can use the vehicle to leave :). Love the game!

Developer

Thank you! And thank you for playing! I hope Ill be able to improve on this!

Submitted(+1)

This is a really cool concept and one I'd like to see more of. I like that the office gave you a chance to play with the tools in a safe environment. The experience of looting places and escaping on time worked well and could definitely be built on with some more variation, and I almost felt the puzzles such as the truck undercut the thrill of the heists a bit but I had fun. 

The only area I felt a bit underwhelmed was the louvre itself just because of the size of the city. I felt like I barely got inside the building before I felt I needed to start running for the exit. If the exit was a little closer to the heist I'd have felt far braver about rushing inside and exploring some. But with time constraints, it's totally fair and the visual spectacle of the full city was nice.

I had some issues with mouse controls and keyboard worked great. But it would be helpful to have an on screen indicator for the keyboard keys next to the left/right arrows or remapping the interaction keys to ones next to one another because I kept getting confused which is Left and which is Right. 

Overall though, I really enjoyed the proof of concept. This was clever and I'd love to see what you can do with it.

Developer

Thank you!

I did try to place items in a way to make the player figure out what to do, but it sure need some polishing to actually work the way I intended.
Like the Buildsite I added the fake stair up so the player would think that unordinary things might be used as stairs, and the understand that they can use the crane. The crane is kinda force in there so the player has to learn how to operate it, so when it comes to the louvre it would be obvoius. 

I didnt really have time to build the louvre part as I inteded during the jam, and as you see on the missions tab I cut out two areas already. This is the first game where I have build custom layout "painted" levels in this fashion, and for me not really used to it, I realize that process takes a lot more time than I anticipated. Like, placing some objects around, how hard can it be :) It took days, just to do that part.

The keyboard keys are kinda shown in the bottom bar, but I made that one before adding the helper texts above them. I added the arrows as placeholders and inteded them to be replaced by mouse buttons images but never came around to that. I should prob try swapping the left and right since that seems to be a more natural way of picking stuff.

Submitted (1 edit)

My dumb ahh got stuck on the construction site. I didn't know you can enter vehicles before I watched Local Minimum's playthrough. I didn't know how the real Louvre heist was executed so I don't click with the logic I guess. Don't know what the Stealth perk does tbh. The looting experience and exploring to get new tools to get even more loot is fun, though!

Developer(+1)

Oh, yeah that one seems to put people off. He got a bit lucky finding the exit there. I need to make that one a bit clearer. Also what each perk does, The stealth was meant to make you harder to be spotted, but I never hat time to implement NPCs so instead I let the police timer be 40s longer. I never got time to balance the perks.

Thank you for playing!

Submitted

Wow, I admire looking at that computer in-game with this jam's page and a discord page. That's a very nice touch. This game is aesthetically spectacular and the gameplay overall very fun. Various mechanics and various interactions all-around. I like the relaxing music to go with your game style as well.

However, how do I grind the blue object that's at the home?

Developer(+1)

Thank you!

You need to find the Grinder to grind. If that makes sense.

Submitted(+1)

I really liked this game, the music was so catchy and perfectly fit the vibe. Really chill experience and could see it working really well procedurally generated nearly endless gameplay if that makes sense? I just liked being in the game!

Developer

Thank you, and glad you liked it!

Submitted(+1)

I really liked the setting and original take on the dungeon crawler genre. What was strange to me is that the whole game ended up as chill experience for me, even though I was doing high stakes heists. Still, I really enjoyed it. Well done.

Developer

Thank you for playing and nice that you had a chill experience, that's so cool!

Jam HostSubmitted(+1)

I think the heist concept is under-explored in our dungeon crawlers in general, so great to see one. I would have liked more of a push your luck mechanic to the level design whereas here it was either when going to the inner bit to get the loot you anyhow needed or at the louvre where it existed the minute and change felt so very short compared to the long distance to the exit that at least for me I didn’t get to explore the room there much at all.

Otherwise my largest problems was the left click right click system, I just kept left clicking over the loot because that’s what i’ve learnt I should do lol. Also missed a whole lot of loot because you didn’t get prompts standing next to it where it seemed the most reasonable to do the interaction.

But I did eventually get to the end and get to re-enact the famous heist!

Play-through:

Developer

Thanks for playing! 

I was looking forward to you playing my game, I especially expected you to like the office part :)

You kinda pointing out the stuff I totally agree on and is something I will fix for the post jam release. I implemented the police timer in the last hour of the jam, and didnt have time to tune it to a reasonable level. I just had to push something out that was kinda playable, and this is what I managed. I've already started working on some of the major bugfixes. For instance the animations sometimes clogs up in a strange way, and I dont like that at all. There is also some resetting issues in the jam version that breaks the game, Ive taken those out today.

The left/right system I was unsure of during the development as well. And I never had anyone playtest it so I didnt think it was that bad. I should have added an option to swap them I guess. Or just have them the other way around. At least I needed a differentiation of open closing a container and taking the stuff inside. Thinking of it, yeah the other way around makes more sense.. lol

Thank you for playing, I will now go watch your playthrough!

Jam HostSubmitted

Yeah other way around (right to open, left to pick up) would have made much more sense… but also is there even a reason to close containers?

Viewing comments 28 to 9 of 28 · Next page · Last page