Oh I can see the effort put in this as we tried to make use of light to do a similar thing at first. I love the outcome! The only one thing I didn’t like is the fact that enemies turn around instantly and you get caught in less than a second. A small turn animation would have felt more natural maybe, but I can see it as a way of ease the game, so maybe your implementation is the better solution anyway. A small thing that could have been quickly improved was the synchronization of enemy steps with the actual speed, they seems to move a little too quick respect to the animation rate. It’s a small thing but would have improved the feeling of smart and dangerous enemies. Loved the use of art and music overall too.
Viewing post in Nothing Can Go Wrong jam comments
Thanks for the feedback. I'll definitely be taking those suggestions on board when I make a more elaborate version of this. The sound was a last minute (well, last morning) and I didn't even think to synchronise it with the animation. And a turn is definitely something I think would look cool - if I can make it work with the 4-direction art I have for the robot. If I can, I want the enemies to occasionally stop and look around so there's a lot of room for improvement.
The light thing was a pain, especially as I couldn't use Godot lighting in compatible mode. Ended up with a solution that builds a complex shape from ray casting and using collisions to mask it.