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I like how you and that guy (Canight) in the chat are discussing and analyzing what would be the best strategy in different situations. I learned a lot about my game!

The idea behind having a limited view is that you have to weigh your risks in some situations. You always see the distance counters of all runners and know your speed and that of your opponents. So you should always be able to judge if a detour to an item is worth the risk or not. If the suggested path of your navigation system flips tells you that there is no dead end. If it does not flip you can judge that you are getting in trouble, even if you can not see everything. If the player could see everything, optimal play would often just involve a lot of counting of ground tiles in order to judge which way would work best. So I decided against that and implemented the navigation system instead.