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(+1)

Clean, intuitive, engrossing. The interaction between enemy position/movement and the player move sequence with the restriction of moves always needing to go lower in the sequence really works to create interesting miniature puzzles. I like the way this makes me think across a time horizon as well. My only critique is that I wish the game were longer, and more visual information concerning the enemies next movement would be great. Thoroughly enjoyed, great effort!

(1 edit)

Thank you for your feedback! I had drawn up some sketches on paper to get a feel for how the game might play, but until I actually got it working in-engine, I couldn't be totally sure that the attack patterns, the number of attacks available, enemy spawning/movement and board size would all come together to deliver that "miniature puzzle" experience. I'm glad you enjoyed it! And while I think more enemies, moves and board types could really extend the game, for now, there's always endless mode... >:)