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Great job and impressive use of A* ! Even in spite the gameplay loop can be very short (only a few seconds), the intensity is there ! It could use a few "upgrades" to make the game act more threatening (for example having other mobs blocking you, water tiles that slow you down, ...), but overall a very solid entry, thank you !

Thanks! Though I, the person behind navigation, did not use A* in a strict sense, because had no time to research and implement that. it is basically the choice of first path that reaches the target, with a hack choosing first the movement that more closely  goes to the target. There is a small bug that happens in the central room because of that.