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Thank you for the compliments and feedback:)

Yeah, I had admittedly attempted to implement a dynamic into the game, in which slow movement and limited rotation would ostensibly enforce new tactics in terms of combating enemies which were considerably faster and more agile. 

Ultimately, I seem to have overplayed my hand in this regard, as it frequently contributes to moments in which gameplay becomes outright frustrating.

Currently, I'm working on a series of updates to the game which, in addition to new levels, incorporate key-and-lock mechanics as well as platforming elements, whilst I am also attempting to implement a more fair balance in terms of movement restriction, whereby, even when faced with speedier enemies, motion by the player will be less constricted and greater margins in rotation will ease in the targeting process.

Again, thanks for the feedback:)  Cheers!