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Thanks for playing :)

The disconnect between hor/vert movement being an issue I can understand. It was partially a nice time saving for me, and partially because I have experience coding this kind of movement & AI for side-scrolling beat-em-ups. But it's not ideal when you also have the Y axis to be moving around on.

The AI was something I could have just fiddled with until way past the jam deadline. In the end I decided it was good enough, and in most cases it does the job. A previous iteration was especially goofy as your squadmates would try to go collect an Item, then realise they're a tiny bit far away from you and run back, rinse and repeat.

You're not the first person to mention not knowing where to go, which surprises me. I thought that with the small level size, the colour-coded barriers/walls, and the glimpse of the Red Keycard in the start room it would be fine. But I guess I need to brush up on my level design skills