You may not recognize, but u feel... Dim light or is it? Better find your way. Or it might be late... ___ Use White [...], but it may attract Red [...]. You feel bad about Red [...]. Blue [...] might be useful. You all have something in common. Yet different. ___
Controls: - WASD, Shift - LMB - RMB ___ !!! May be a bit flashy. !!! Hope it's not so laggy (CPU). [Fixed... 98%] ___
Changes: + Edit level generator + Edit AI + Change approach for dots handle + Work with sounds + misc
I really like the premise and the looks, but in practice its a bit frustrating to play. Feels like you can't escape/avoid the monster, and the opening area is "dead ends, or paths the monster is actively in". Maybe a tutorial level to help introduce the rules would have helped.
A bit confusing at first, but really interesting once I got the hang of it. I really love the atmosphere and the particle aesthetic. The only major issue is that it's basically impossible to tell where the red monster is coming from until its already too late, making it basically impossible to avoid.
Pretty fun! I know implementing the surface dot stuff like scanner sombre is kinda hard so nice to see something with it! As others mentioned I don't think the density of the monster's output is high enough to be useful for knowing where it is how far it is, having the red dot emission of the creature be higher might make sense would need some play testing to figure out, another thing is it could have a color gradient based on how far the creature is from the dot that was placed. This way if you said like pink is farthest and red is closest, then you'd know if you were going towards or away from the monster by how pink or red the dots are haha
Comments5
Some ideas to consider but overall good stuff!