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Wow! Thank you very much for such a detailed feedback. Much appreciated! I'm glad that you enjoyed it.

Yeah, the last level turned out to bee too difficult indeed. I guess it needs some alternative paths. 

The enemy AI is pretty straightforward. We used A* pathfinding to generate paths. And enemies have two states: patrol and chase. While they are patrolling they wander around the level, shooting raycasts in front of them to try and spot the player. Also we added a little ignore state, when enemies kill the player, doing that we tried to minimize the chance of players getting killed right after the respawn.  

As for a small red circle - it is an indication of place where certain enemy currently is. It is an attempt to warn the player about enemies. 

Your feedback is very important as we want to continue the development of the game!

Thank you!