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(+2)

I like the concept but there's a dominant strategy of "flap, flap, flap, dash" on repeat.

It's strange, because starting off, the game felt very difficult, but then once this dominant strategy was found, the difficulty evaporated.

I actually think taking some inspiration from the pacman ghost AI could be really helpful. One ghost aims for where the player currently is, one aims where the player was, and one aims where the player is going (iirc, my memory on this may be a bit stale). 

I think the flap/dash mechanics (general feel/refresh times) were solid, but this style of game is really AI dependent, and that's where I see the most growth opportunity.