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It's really good! The artists on the team should be super proud for creating such a compelling look in so short a time.

I found in later stages the amount of enemies combined with the slow speed of eating meant just slowly whittling them off from a distance was the safest bet and ultimately always led to higher scores. Enemy variations that herd player movement or encourage one target over another might help. Seeing what mutations have dropped before attempting to eat them would also be useful in baiting the player into a crowd of enemies.