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(+3)

You were right! This game is quite similar to mine. You have enemies that raycast an area in front of them, and you have exactly one turn to escape that area. It's definitely got that puzzle-y vibe.

I would say this game could benefit from a little more focus in the areas that are interesting. There is so much going on in the first level alone, and while I appreciate that you gave me time to get acclimated to the game's controls, there was so much to explain in that one level that my senses were getting bombarded on all sides.

You have bad guys who raycast two spaces in front of them. You also have guys that move, and they have more of a cross shape around them. Finally, you've got guys who raycast all the way down the tile map until they hit some colliding surface. All of that, in one level.

If the first level were only about one specific enemy type, for example, I think it would be easier for most people to wrap their heads around the gameplay. They would clearly understand how one enemy works before learning how the next one works.

(+2)

Thanks for playing the game!

You are absolutely right about dumping lots of information in one level. We didn't have time during the game jam to create more levels though, so we needed to dump them into one level. When we expand our levels and their quantity, we might tweak this to better teach the game to the player. Thanks for the feedback!