Trapper enemies in Platformers
So far with designing trapper enemies such as the cannon slug turtle the overall enemy design being used for both movement, shooting and dropping slime that slows down the player. Trapper enemies being used to control space are effective in multiple manners.
Well in this case both a trapper and a zoner. The two combined playstyles make it hard to approach and hard to keep your distance depending on the life of the trap, how easy it is to avoid/ damage the trap, etc.
This changes many playstyle aspects depending on the trap and how effective the tool is for keeping the player at bay. The distance factor multiplies their effective combat use with non-brute force.
It also allows for more smart difficulty which I will go through and talk about later.
The pressure put on by more traps and more environmental damage factors means it's harder to play risky, in this case having the slug enemy drop a slime trail behind them you have to be careful about the enemies you took out from behind you and the enemy in front of you.
This does reward more safe playstyles, however playing too safe and you have threats behind you to deal with. The fun of combat with trapper playstyles to deal with is risk management, having to manage defensive play and offensive play.
An idea to introduce is shields destroying slime trails and because shields cost energy, you see where this is going; waste energy on destroying the slime trail to get closer for aggressive attacks or play safer and hope you can deal with any ambush on the backside.
Fun combat is that forces interesting choices to be made and difficult to balance the risk.
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