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The enemies that snap to you are intended to give you something you can't just run away from, you need to use finer movements to properly aim at them while they circle, while avoiding their shots. 

And yes, risk of rain was one of our big inspirations. I've been wanting to make a game with roguelike items and difficulty scaling with time for a while now because of it.

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O! If that behavior was intended - I don't have anything against it )