Really neat use of the mechanic, I had fun playing it =)
AaronBacon
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Thanks for playing!
We had a number of Ideas like having the tether be elastic to pull the enemy to you, or having the enemy be slowed when connected, but I decided having the enemies be affected by elastic Physics while also Navigating with AI on the Navmesh was just a little more complex than I could get done properly in 48 Hours.
Thanks for the feedback though, definitely will consider a dodge for any future versions =)
Thanks for playing and glad you enjoyed it!
Sorry about the text speed, I kept putting off adding the Skip Text Button, and I guess I was cautious of making it too fast that people couldn't read it, I'll probably add it as soon as the jam period ends just on the off chance anyone plays this in the future.
Really fun execution of the theme, I had fun making a really long route, then making a small side route at the very start that went right to the end. When the hero had finally completed the long route, I unblocked the side route from the start and blocked off the route they were on, forcing them to go all the way back through >:)
As others have said, its in theory pretty easy to infinitely trap them as you can just keep moving the exit, but its fun building a maze nonetheless, Nice Job
Yeh, I already do manually boost the 1, but its still sortof like a "failed roll". The only good thing about it is if you right click to leap in the right direction, you can pretty consistently tip it onto a 4 or 5. Still, I think it works ok that you can get a really good roll as well as a failure roll.