Gameplay polishing


Since last month I have been focusing on making the gameplay itself more fun and polishing the enemy behaviour.

  • I removed the "fine" enemy tier and added the defensive "stern" and the ofensive "raging" tiers.
  • Now enemies spawn in groups of two different tiers. This adds some variety and encourages target priority.
  • Enemies of different tiers have different movement and animation speeds. This way the small "swarm" enemies seem more active, the ofensive "raging" enemies more threatening and the stern enemies are slower and seem heavier.
  • Now enemies roam around a bit instead of staying still in idle animation and looking north until they detect a player creature.
  • Now enemies drop life and mana orbs when packlings are low on those resources. Not sure how to use this exactly since I want players to use skills for healing, but also want to give options to survive when the player still doesnt have a support creature.

I have been also working on the bonus stats and how are them calculated and represented.

Not only for the equipment, but also the phenotype. The phenotype is the equivalent of the EVs in pokemon or the stats allocated manually in other RPGs. Phenotype can be raised by crafting consumable items to be used on creatures, or by picking up rare enemy drops called boosters.

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