That effect was probably caused by me making the player's position the centre of the sprite and not the bottom of the sprite.
Fox
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Purple dudes as in the priests or the instakill guys? My friend who was the artist tried to exclusively use purple for highly threatening enemies, as purple stands out from the rest of the colour palette. So the purple enemies naturally pique the player's interest (in theory), and they will probably target them first. Tried to make the priests stress inducing, as soon as they are alive they are on a countdown before they cast their beam on you, so it's a frantic chase to get to them before they cast their spell, and most likely kill you. For the hunters, they try to predict where you are moving and corner you, and their stakes are imbued with a special magic that allows them to make the target bleed out instantly. Maybe wasn't conveyed very well through gameplay, but thought it was still a cool idea in concept.
I wasn't too sure how to make damage more apparent, could add subtle screenshake or impact frames or something? With the blood droplets it's easiest to get them while the enemy is dying, as they spray out a bunch of them during their death animation. If there aren't any other enemies nearby you can actually just stand on top of them and get a bunch of free health. The grenade is also great for getting blood fast, you can bomb a big horde of enemies and stand underneath them, there are also stationary enemies later in the game that are basically free blood sources.
I was struggling to find a way to balance the difficulty of the game, and the round lengths were part of that. I didn't want them feeling so long that they were boring, or too short that it wouldn't be that intense. I might consider tweaking things after the jam, things like this just need loads of feedback and playtesting. Thanks for playing though!

