With a quick work of settable variable in the enemy behavior and a check between two, enemies now run away if you're overleveled compared to their level. For example, here's a level 3 player vs a level 1 enemy. They flee, as expected.
Of course, enemies will have their levels set a tad higher than the player would have in the current part of the game I'd expect. Meaning you'd grind for a bit for something like this to happen.
Next step will be making optional features for the enemy AI so they seem less like they're made to chase players. Maybe they could have other goals in mind?
Also, should I make the object shadows more visible? As they are present.
Of course, enemies will have their levels set a tad higher than the player would have in the current part of the game I'd expect. Meaning you'd grind for a bit for something like this to happen.
Next step will be making optional features for the enemy AI so they seem less like they're made to chase players. Maybe they could have other goals in mind?
Also, should I make the object shadows more visible? As they are present.