Thank you!
An happy you liked the ironing out wrinkles. That's as well my favorite part, and just evolved during iterative self-playing. The idea of sacrifizing size to get inside blue is good, I will think about it.
I had to squeeze development in between various events/ obligations over the 4 days. And I had some unexpected behavior/ difficult to find bugs. So, I agree, there are many things that I have to adapt. The following is more for me as notes.
- One thing that did not work, even I thought the code was correct was the scaling of the speed and distance the blue move/ get towards the player. It is too slow.
- Not having intersections is not a trivial algorithm. I have implemented a simple brute force one, which has a few border cases. But I think, all wrinkles can be ironed out and there should not be any creating 0 or infinite points, which lead to crashes.
- The game is only roughly balanced. As there are so many parameters which interact and one change might damage another. For the game jam I am happy that it works. Just 2 hours before deadline it did not.