Okay, cool. That is the plan. That is basically how it works right now when you get far enough away from them, and that’s what I’ll do when you avoid them for long enough. I’ll probably decrease the distance to escape her as well.The first thing I noticed with the enemy was the sound, I think if the scratching of the blade stopped when she timed out the player would notice it.
Well, I want to use the first set up to teach the behavior of the new enemy, and I’m not sure how trapping the player will succeed in that regard. How do you imagine the first set up to play out with the player trapped? If it plays out differently, I'm not sure if that will meet my design goals.The player is expecting to get slaughtered, but you'd already established how forgiving the death mechanic is that I doubt anyone would quit out and re-load the game, so really, the player thinks they are in immediate danger, when they are actually in zero danger, and isn't that the holy grail of horror game design?
I think for the next game, I'll probably try to make things even less mechanics focused and more "special case", but that's a lot of work, and we don't really have time for this game...