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Thank you very much!

Don't worry, it makes sense! I had to make a choice early on. If, using your example, the player could see the key when the enemy isn't in between, I thought the player would feel safe to just go right to grab it, when in reality there's this bad boy that could intercept them. This could cause the player to feel the game "isn't fair" and just abandoning it in frustration. So I decided to let the player see the whole enemy's path, so they could deal with it in a "fair" way, even though you're right that this means there's no thinking ahead. This "I don't know what's next" feeling plays well too with the mildly unsettling atmosphere that I was trying to convey.

I'm really happy you liked it! Thanks for playing and giving feedback! :D