Small fix to reduce enemy clumping
Last One Standing » Devlog
There were lots of feedback on the enemy crowding together which made it difficult to shoot the desired number/s.
Uploaded a small fix for that: repulsion added to base velocity for every other enemy . I'm not sure if it even works properly, but I guess it does? There are instances where enemies do avoid each other but there are also moments of not. Feel free to let me know how it is.
Files
index.zip Play in browser
2 days ago
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Last One Standing
In a world of anarchy, you're the last normal One left.
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