Instead of using different stats, health points, etc. I’m going to share a bit about how we design enemies in this game, Anuchard gameplay mostly follows one of our core principles that is behavior driven enemy design. Last 10% of the development seems like forever for us, but we’re still working hard to make the game stable and polished. However, the orb puzzles are, with rare exception, intensely simple and feel more like busywork than a valuable addition to dungeons.I’m Rico Lemba, back again delivering some development updates of Anuchard. ![]() Meanwhile, there are also special orbs that you can ricochet off walls and through translucent barriers in order to complete simple puzzles. Some enemies have invincibility barriers that can only be broken when they ricochet off a wall. Your strong attack also has a ricochet effect on whatever it hits. The controls are easy to manage because your character’s actions are limited and simple in the first place. Before you enter a dungeon, you can also eat specific combinations of food in order to receive beneficial effects like increased HP or new effects at the end of your standard attack combo. ![]() ![]() You have a standard attack and a rolling strong attack, and once a special gauge is filled, you can activate an ability to gradually restore some of your health. The brunt of gameplay in Anuchard involves traversing otherworldly dungeons.
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