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Thanks for playing.

Yes, I see the situation you said. Some objects will become extremely slow after they are out of group. I need to optimize the algorithm to improve it. At present, the speed of each object is determined by the others, so the individual who loses contact with the group seems fall into "stranding", which is indeed a bug. ( It looks a bit like we are talking about Hideo Kojima's Death Stranding... XD. Just joke. But maybe we can follow this imagery to turn it into some mechanism, for example,  give it a specific state after identifying such an object, and then exclude it from the targets.

It's not a good design  indeed to keep in continuely pressing space button to attrack others. It's a bit rough. At the beginning, I considered making the space button has more power , meanwhile it has a cd-time, but I didn’t have time to draw the UI. Maybe I should think about  attracking other objects only by distance.

After the pure teaching part, there are two levels indeed, one is "to open the door", and the other is "to open the door after killing enemies". I hope you saw the part of killing enemies in the game(or in the vedio I updated to Youtube), although the difficulty is not stable. I want to expand it later. In the original plan, there will be a boss battle.

The audio got Adobe's free license, thanks Adobe. I found that I didn't set the loop. It was a low-level mistake.

On how to further deepen the gameplay, I should think about it