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Thanks! Glad you enjoyed it. Damien pushed to have patrols. It does let you observe, form a plan, and then try to execute the plan.

The other big design challenge I set myself this time around was to go from eight-way movement to four-way movement. When I've tested games on people, quite a few are not familiar with eight-way movement and it's also hard to do on some keyboards. The dash is kind of the opposite of the corner-cutting that my eight-way-movement versions have had: dash gives you an advantage in open space, while corner-cutting gives you an advantage in tight spaces. I'm not sure I've really come to grips with all the implications yet. I liked how it cut down on the overall keystroke count for completing a level; it feels like you want to do it all the time. I did try out a stamina model but I tend to think of stamina meters as "fun meters" that make you stop having fun periodically. I will probably keep experimenting with that though to see if I can find a good balance.

Nice game! I enjoyed this.  It took me a long while to realize I can leap anywhere, not just through doors/windows, and after that leaping did kind of feel like "god mode".  But I think leaping is an interesting balance choice instead of diagonal movement which hasn't been explored much.