Enemy Encounters

Page Overview

This page outlines the specific design details on how an enemy encounter is played from engaging it to completing it.

Enemy Encounter Flow

 

Engaging an Enemy Encounter

An enemy encounter is started through one of the following:

  1. Selecting the enemy and initiating the battle. Only possible if they’re visible.

  2. Moving into the detection radius of an enemy within the room. Either visible or invisible enemies.

  3. Triggering an alarm trap. (Alarm traps call / spawn one enemy.)

Encounter Intro

When an enemy is engaged, a short intro plays that transitions from the design floor view to the battle screen view.

The enemy taunts the player in a short animation. Then the battle begins.

Turn Based Battles

  • Battles are turn based.

  • Each turn is a single action taken.

  • The player defending against an attack isn’t counted as an action.

Player Battle Actions

  • The player has a number of actions they can take when battling an enemy.

  • The player starts by selecting whether they want to do a Puzzle Attack, Power Attack or use an Inventory Item (If available)

  • Then they select a valid body part on the enemy to attack.

Puzzle Attacks

  • A puzzle attack is the main attack the player can do.

  • Iwt costs a small amount of stamina to do.

  • It contextualizes the attack into completing a small puzzle.

  • There’s three results of each puzzle:

    • Failed: The attack fails and the stamina cost is spent.

    • Successful: The attack succeeds and the enemy takes a hit to stamina. The cost to attack is spent.

    • Perfect: The attack succeeds and the cost to attack is refunded.

  • An animation plays upon the successful attack where the enemy is bound or teased in some way relating to the body part..

Power Attacks

  • A power attack is a direct attack, bypassing the need for doing a puzzle.

  • However it also costs much more stamina then the puzzle attack.

  • Guarantees stamina hits to the enemy.

Use Inventory

  • This only appears if there’s a relevant item to use in the context of attacking.

  • The item could do many things, but mostly based around offering an alternative to attacks that drain stamina from the player.

  • More info available in items document.

Defending

  • Defending is a response to an enemy attack and it’s done on the enemy’s turn.

  • It involves completing a short time sensitive puzzle.

  • If completed successfully: The amount of stamina drained is reduced, the reduction can even result in the player taking no deduction to stamina.

  • If failed: The full amount of stamina the enemy would deduct is applied.

Ending an Enemy Encounter

An enemy encounter only ends when:

  • The enemy is defeated by their stamina being reduced to Zero.

  • The player is defeated by their stamina being reduced to Zero.

Concept Art

Enemy Engagement Thumbnail Sketch

Bind Attack Puzzle Thumbnail Sketch

Defend Puzzle Thumbnail Sketch

Enemy Encounter Design 1: The Magi-Binder

Enemy type: Basic / Beginner

Stamina: 10

What it does: Magi-Binder’s are humanoid cultists that try to bind up the player character using magic.

Enemy Attacks: Bind - Tries to bind the player character for 1-3 stamina damage.

Player Attack Hit Spots:

  • Eyes - Successfully blindfolding the eyes allows the player to take an additional turn before the enemy can remove it.

  • Torso - Successfully binding the arms to the torso reduces the amount of stamina the enemy has.

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