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The lewd combat strategy will be a little weaker in the coming update, but you will definitely still be able to focus on it if you enjoy that type of playstyle.

Battle AI uses temporary pathfinding. It activates after a character hits a wall and deactivates after a jump or an attack (v2 has some inconsistencies). Permanently active pathfinding just creates big piles of enemies and prevents the ability to sneak up on them, so I had to limit it very shortly after I wrote the code. While in pathfinding mode, characters will move towards their closest enemy, otherwise they run in the direction they are facing. It is possible for enemies to sometimes end up in a loop where they are blocking each other and cannot activate pathfinding. You can use phone movement suggestions to reach them if they are refusing to come and fight.

In v3 enemies will stop moving for a turn after you use the phone, so planning big explosion chains will be a lot easier on turns other than the first. Items will also be free, so there won't be any reasons to hoard them.

Very happy to see that you're enjoying the game! I'm introducing mission progressions in v3, so it will be a little harder to mess around and max everything, but easily possible if you sabotage yourself on the last mission until you're ready to win.