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This is the second time I see this interpretation of the game but yours is unique in that instead of the enemy ramming towards you every few seconds you only get hurt if you get too close. I like the simple mechanic and easy controls but the game feels slow to me. It is like a ball and chain situation here where I am dragging this thing that does not want to cooperate. 

Maybe if there was a way to "taunt" the enemy to rush towards you so you can move faster and maybe also use that ramming force to take down the other enemies, that might help things out. Perhaps it could be something where you could "tug" at the tether to force the enemy to almost slingshot towards you but you need to move out of the way to not get hurt so be careful when you do it and how much space there's between the two.

What I'm saying is that the idea there but it is just missing that something to either create tension, a sense of urgency, or at least help speed up the game so that it does not feel like you are moving one pixel at a time with a disjointed body that can get stuck on walls :D (hope that makes sense)

Thank you for your feedback. i'll look which of this idea will fit the game. I already thought about a ramming-mechanic but there wasnt enough time for that and i had no idea how i can implement that. I currently just block the movements of the player when he is too far away of the enemy. And then i just draw a line between them.