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(1 edit)

There should be an update coming, but I'm not in a hurry. Work has started on the second chapter, so I'm focused on adding new key items. But also trying to improve the Carcinus Lurker and Zorg sniper. For the former, I want to add in the sweeping laser, like in Next Encounter. For the latter, I just want to make it into more than just a mini-reptiloid.

Also, looking at the Cyclops, wouldn't it make more sense for it to be an Albino?

The problem is that this enemy (albino) has a different attack. Not the attack that would suit me.

By default, the albino enemy fires a homing ball and has a melee attack. In this case, melee attack is good. The ranged attack doesn't fit my idea, so I would definitely change it to something else. We are, of course, talking specifically about the boss, not about a regular enemy. Also, let its size also be a little larger than the green biomechanoid. The problem is that this enemy is very wide. The biomechanoid is more balanced in size, because it should appear from a cubic lift-cell.

The Cyclops from another game had an attack where he spat out multiple rocks that could bounce back at the player and damage them. I think it's very difficult to implement, especially on the first engine.

A boss with homing projectiles would fit into another chapter of my mappack, but that's a topic for future discussion. For the first chapter of my mappack, I would leave an enemy with a more suitable attack and size.

As a result, I choose a biomechanoid enemy.

Do you have a specific Netricsa entry in mind for this, or do I make one myself?

(1 edit)

You can come up with it yourself. Basically, it's just a very powerful version of the biomechanoid. It is also very limited in number. You can add the rest of the description as you wish.