Enemy Design Study Snail Turtle Cannon #1

 The hybrid zoner/ trapper enemy type with breaking these enemy types down into archetypes to help clarify their abilities/ usage.

The set up creature as it were; having creature types that set traps and keep the player at a distance, these playstyles opening up other ways of fighting the enemy.

These enemy types allow for keeping the player at a distance and even keeping them from going into the air too fast.

Combining the shotgun move allowing for anti-air and a grounded slime trap you have a double whammy now. That's for the blue shell enemy.

For the red shelled enemy you have a singular firing and of course slower firing for the blue shelled enemy.

These enemy types allow for more ways to tackle combat and overall make an interesting experience for fighting overall.

Challenging the player's ability to move and avoid damage through the environment and the actual enemy attacks themselves being important.

Mind you combing the features from the slime trail with something like toxic chemicals you get a slime trail that changes it's affects when doing so now.

Enemies that affect one another and not acting as singular actors within the environment.

Comments

Popular posts from this blog

Psychological manipulation #2 Big numbers

Power Creep

Deck Size matters