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At first I thought that holding down option/more live action for the movement would solve the problem but there is another thing you could do. The problem is that the mechanics butt heads with eachother. The current movement is fine but it reflects something more turn based. It clashes with a time limit and will make it a hard thing to balance properly in the long run. My suggestion is either go with A) turn based movement with a certain limit of turns per level or B) live-action movement with a time limit. I hope this helps but its just a suggestion. It's your game.

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Thanks again for the feedback Ill play about with both these said methods. Maybe id build both then you have two modes of plays for people preferences.