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(+1)

Neat idea executed pretty well! I do think there would be more strategy if the player could tell which way enemies would initially move, but everything else seemed great!

(+1)

Thank you!

I do agree with your criticism! I can't update the game now, but if you are interested:

Which way an enemy will initially face is mainly relevant for yellow enemies, and follows this logic:

  1. Check which axis is the longest distance for this enemy -  up-down or left-right.
    1. In case of a tie, I believe it'll prioritize left-right
  2. For that axis, check which direction has the most tiles before reaching the border of the level - the enemy will then face that way, and travel that way.
    1. In case of a tie, I believe it'll prioritize up and left.