interesting point. there are some levels that only require the evil form so moving those earlier could make it more intuitive.
karpopper
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the mechanic is cool but it would be a lot more interesting if there were different enemys to compliment it since it basically amounts to clicking on the closest ones and chaining that youre score is high, its deceptively easy that theres a lot of enemys because if there werent tones of enemys it would give the turrets more time to charge there shot and since theres so many they never have time. Also im working on a game with similar mechanics so just so you know i didn't steal the idea, a demo is already up from a while ago.
I like the recharging mechanic but I dont like that you recharge by moving since it makes the recharging pointless in most situations , I think it would be a cool idea to design around getting from recharge station a to recharge station b using only a certain limited amount of movement mechanics. The falling level was cool, I love it when you're able to change the game-play significantly while keeping the mechanics mostly similar.