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(+1)

This is a lot of fun, would be great if I could see a stat tracker that tells me each trap's kills to see their effectiveness. Is there some kind of "danger" array that influences the weighting of their pathfinding as the round progresses? Definitely more than I can do in a day's work, great job!

(+1)

Thank you! Good suggestion. The contestants use A* pathfinding to determine their movement, when a contestant dies from a non-consumable trap then it increases the cost of where they died, causing other contestants to avoid that area more.