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This is a neat concept! While it's nice to feel so speedy, it's hard to see the map and to plan moves, so it's a lot  of running around fast and just hoping to not get hit. This concept might be better as a competitive game vs.  other players.

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Yeah I ended up working around the camera size I initially chose with the offscreen indicators and the proximity activated enemy attacks, so I probably should've had the good sense to just change the screen size early on. I unfortunately didn't see this as a problem early enough for me to have had to time to change many of the design elements built to suit that smaller viewport so that'll definitely be something I address after the jam.