SENTRY
jamie89 Jul 7, 2024 @ 4:03am
enemy paths
i think it would be a good edition if the route of the enemies could be see, or if it could be a gear item (that's if its not already)
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Showing 1-5 of 5 comments
Gary  [developer] Jul 7, 2024 @ 5:38am 
We had this system in at some point during development (called the 'enemy path preview') but it really sucked the magic out of combat, which was a surprise given it's a TD genre classic feature. However as you mentioned, we felt that it could make a return in some form like a gear item/perk/something like that :)

(just moving this post to the General sub-forum to keep the front page tidy)
SGM Jul 8, 2024 @ 10:04am 
If you play long enough, you will eventually learn the enemy pathing, almost all enemy spawnpoints have a single path the enemies follow, and the very rare 3 examples have just 1-3 enemies going through an alternate route, and those are simply multiple paths that you will eventually also understand and don't matter as much. Unless you're playing the final core room but that one is already a mess regardless and you're better off just placing traps to tight hallways and corridoors and fighting them in the middle
Yato Feb 23 @ 4:13am 
As a new player, I felt a lot of (time) pressure not knowing where enemies would come from or how they would move toward the exit. I wouldn’t necessarily want to see their exact path, but a high-level indication during the planning phase - showing which corridors they’ll take would be helpful. It would be okay if the path splits when multiple routes are possible, so new players know what areas need coverage.
Telzen Feb 23 @ 9:31am 
Isn't there pretty much just one path for each entrance now? It was already mostly like that before, but now the few exceptions have already been fixed in the last patch.
Kyuirah Feb 23 @ 4:32pm 
just like any TD , you just kinda learn where all the paths converge and set up around there.
Last edited by Kyuirah; Feb 23 @ 6:14pm
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