game. Moonlight: Mistress of Mischief Dan Silvers We think Moonlight's creator must hate us. Why else would he place a giant gemstone in front of an arrow-launching turret that instantly kills the game's player character? We want that damn gem. Though pressing the movement key really fast to dodge the arrow by moving two squares super quick kind of replicates the 'flight' moments in stealth games, it feels a little like we're cheating the system. For a stealth/puzzler so stalwartly grid-based, we were hoping for a few more ways of bypassing these kinds of roadblocks. The game is currently being developed and updated beyond the Stealthjam event, as this IndieDB page details. Awesome Ninja Game Thomas Hill, Elliott Richards, Lachlan Page, Angus McPherson This is the first Stealthjam game to include an incentive for non-lethal action. More points are awarded for leaving guards alive whilst collecting treasure in this 2D sidescroller reminiscent of upcoming stealth game Mark of the Ninja. The player can hide behind doors while a guard patrols past them, or take them out from behind. It is a basic translation of stealth mechanics onto a 2D plane whilst providing faux depth, but the eponymous ninja's shoes are remarkably slippery, and thus his ability to jump with precision not too... well, precise. Recall Transient Team Recall fares a little better than the previous attempt at turn-based stealth, using its Roguelike inspiration to instil a sense of dread and urgency. There's a tension that arises from hiding behind a