Oh deary me…
…I sure have been neglecting my community duties.
To make up for it, I give you “completed” gameplay. <linky>
You’ll need the VC++2010 redistrobutable to run it. Hopefully nothing else…

The aim of the game is to trick to enemies into killing themselves and each other.
If the enemy sees you he will move towards you and start firing, if you run out of his sight he will continue to move towards your last known location. While out of sight you can hold down space which will use some of your IP (illusion points) to turn you into a rock, the enemy will ignore this rock but if they walk into you or you get hit by a stray bullet, you still take damage.
The three circle in the top right are your available illusions. Clicking any one will stop the player being able to move, but will allow you to spawn one of your illusions where the cursor is pointing.
The top illusion is the cheapest and most basic. It makes a ghost-like clone of yourself. If the enemy sees this clone of you it will be tricked and begin firing at it. The bullets however will go straight through and hit whatever is behind the illusion, hopefully another enemy.
The middle illusion is a trick tile. It can make any tile look like a ground tile. For example, using it on the bottomless pit tiles (the black ones – I wouldn’t stand on them if I were you) will trick the enemy to think they are walkable, causing him to plumet to his death. Walls cannot be turned into other tiles (because it caused bugs with the pathfinding =P).
The third illusion is an upgraded decoy, these cause any bullet they are hit by to be reflected back towards their attacker (with a slight random offset). This is most expensive as it’s pretty much a guaranteed win.
If you select an illusion but decide you don’t want to cast it, simply right click to cancel and keep running.
Next on my todo list:
- Loading enemy positions from file.
- Level select screen.
- Actual sprites…
- General polishy goodness.
Enjoy!