Thanks guys! Yeah, I originally planned to have another enemy type, but it was a low priority thing given the short nature of LD and just sort of got pushed off the table. I definitely agree with that suggestion!
The balance is indeed a little off, as many of you have noted.
There are two factors there. One is that I'm actually kind of terrible at this sort of game ;) In my own playtesting I never actually ran into an issue which was originally likely later in the game and may in fact still be possible after the spawnrate caps out. It was this happening in the protected spawn areas:
immune.jpg
In response to my brother informing me of that, at the very last minute I changed the spawn logic a little. So the second thing is that since it was the last minute I didn't really have time to fully test that - though my brother did at least not run into the issue again after the change - nor to attempt to check and adjust balance again.
I originally made it so that running over batteries or overcharged batteries during Overcharged would actually destroy them. I'm thinking I made a mistake in changing that, and should have left it that way so that while you have the benefits of Overcharged, you also have to think about your movement while Overcharged ticks down.
Again, thank you guys so much. This is my 2nd entry and it's a lot larger scope than my first, which I intentionally scoped as small as possible to focus on the overall process. I wanted to push a bit more here, and despite (heck, because of) the problems and failures I encountered, I'm really glad I did.
I've gotten really valuable experience and feedback from this. :)