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The early waves are definitely a little slow and weak - I didn't want to overwhelm the player right away, but the labyrinth is very large for waves of that size. IMO they get to a good size by wave.. 10 or so?
As for movement feeling bad - I really didn't get that impression. Could you elaborate on what you mean? You always move to the next tile on the grid once you initiate a movement, and I even implemented a button priority queue so you can, for example, start holding down while moving left to move down as soon as there is an opening.

I felt like I got stuck on walls a lot and movement was a bit slow. It's just that when movement is the main thing you're doing it probably needs to feel a bit more snappy, but there's probably not a lot of time for that in a jam.

I'm.. still not sure what you'd like to see changed, I'm afraid. I do snap the player to the grid to avoid getting stuck on walls. I guess it takes a moment to turn around, because you have to finish your movement to the other grid tile first, but you can just hold down both buttons to ensure you don't miss your exit if you want to make a turn.
Movement is deliberately a bit slower, since I wanted moving to feel more like a tactical choice, rather than just hectic. I want to give a bit of time to evaluate a good path in tense situations.