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Doom has a fast hero and (mostly) slow enemies, Quake has a fast hero and fast enemies, this game has a slow hero and turbo enemies =P

This was a step up from Cracker Barrel, but the slow movement really hampers the game. 

I really liked the music.

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Thanks for the feedback:)

I guess part of my obsession within this particular design spectrum stemmed from experiences in some of my previous games, in which enemies were slower than the player, and I noticed some gamers elected to simply run past enemies rather than fight them.

One of principles I adhered to in this particular case lay in requiring the player to engage in combat, rather than enabling them to run straight for the exit.  In this case, not only were some enemies faster than the player, but (particularly where the female Junkers are concerned) could additionally penalize the player by paralyzing him/her if he/she elected to ignore them.

Perhaps I overdid it, in the long run. 

I'm glad you liked the music:)

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You could always have enemies carrying keys and things like that to hinder casual speedruns. Another option (although a bit more advanced) is to give enemies abilities like grappling hooks that pull them around or you towards them.

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Indeed. As a matter of fact, I'm currently working on a full version of the game, spanning a planned 10 level duration. 

I currently don't have any plans to have enemies dispose of essential items when killed, but I do intend to introduce a key and door mechanic, along with a few platforming sections spanning various biohazards, which in and of themselves, will enforce a certain manner of backtracking and enforcing a more precipitous pace from the player.