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Hehe, true. Though, to be honest, I guess you're right, and it's usually recommended to have all three in games, or at least a really strong sense of one of them, depending on your design.

Hmm, true. Certain enemy combinations compliment each other a lot- like, for an instance, the "Jackals" in Halo and the "Hunters"- which together, have the Hunter's deadly shot from afar, and spray of tiny Jackal plasma bullets, or the Hunter's even deadlier charge if the player were to come up close to them- which turns fighting them together into a desperate, action packed (and really risky) charge or a slow, hard, fire-fight. Stuff like that usually signals the end game, because it's rather challenging-
Same happens in some encounters in dark souls, in which a single enemy is pretty hard on his own, but in certain situations, or with some of his friends, can actually become a serious death threat.

Huh, sounds pretty interesting- I guess the "nugget" of that experience is the crazy, skill-based chase. I'd definitely love to play that game.

I'm glad you agree!

I'll check your game out a bit later, since I have A LOT to do- I recently have had creative blocks in the beginning of weeks, or "indecisiveness", which usually results in a greater crunch-period near the end of projects- which is probably now. But hey, I finally managed to get "Unity Remote" to work, which means that I work on Android projects in the future, maybe!