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(+1)

The strong point is definitely some of the creativity and emergent behavior you can get with the different enemy variety. Slowing down a quick guy on a slow guy, or being careful to not trip the aggro range when they spawn in the corner..

I think the random generation and infinite gameplay actually weakens this a bit. Number go up is fun, but I don't really get to explore your gamespace when I'm just idling in a corner waiting for the timer.

I am always glad to see, of course, any game where the timer is not the bad guy! The timer here is refreshing, a chance to score higher and something I look forward to each round.

Thank you for the detailed feedback! I’m really glad you enjoyed the enemy variety and the emergent situations that can happen between different enemies. That was one of the main things I wanted the game to focus on.

I agree that the infinite gameplay and random generation can sometimes make players stay in one place and wait for the timer instead of exploring and taking risks. I’ll keep this in mind and look for ways to encourage more movement and interaction.

Also, I’m happy you liked the timer system! I wanted it to feel like a new opportunity and a moment to get excited about, rather than a punishment.

I’m currently working on some additional content and improvements that I plan to release sometime after the game jam, so I’ll definitely consider your feedback while working on them. Thanks again for playing and sharing your thoughts!