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I feel like this game calls for pattern enemies - instead of random roaming. Plus you can easily save state run into q dead end save state out and lose the enemy. I'm sure the mechanic was based on taking more risks, but I found myself not even a little bit worried cause I could outplay it. Besides pattern based enemies are a puzzle in themselves and you can use the save state mechanic to change enemy state patterns and open up different choices on the map. Its also creepier because it becomes a logic thing that can even trap you into scary situation if you port into a dangerous place that change since you last saved the spot. The way it is now is simple, but I'm torn between wanting to explore or solve a puzzle. the other way the exploration can be scouting and the puzzle probably shouldn't be so large or should be segmented either way. Level being too big makes me lose interest because its too much work too fast.

Hmm, interesting take!

We actually do have a certain sequence that the monsters follow. The behaviour tree has two main states: wander around patrol points, hunt the player regardless of the position (and hide, in case of the trap monster on levels 2 and 3). I believe the levels being so vast are the reason why that behavior might not be clear. I agree on the point that we made a critical mistake by making the levels large, although we couldn't do anything about it during the final hours of the jam. Changing the movement speed was also out of question, as it would mess with our upgrade system. We need to manage time better next time :D

It's definetely a thing to consider during future releases of the game, as we plan to develop it further (we actually have a version with smaller rooms already). Thanks for your very detailed feedback! It's comments like these that push us further into making better games!
Thank you very much! :D
/Clavertus

I wonder how it would play zoomed out.