Enemies, Enemies, Enemies!


đź§± New Enemies

The world is starting to feel alive (and dangerous) with a growing roster of enemies. Here’s what’s new:

  • Dropper Enemy – waits above and drops down when you pass underneath.

  • Small Jumper – hops around and keeps you on your toes.

  • Big Jumper – a heavier version with more health and a ground-shaking landing and severe damage.

  • Segmented Flyer – a snake-like enemy made of segments that slithers through the air.

  • Small Copter – hovers around and takes shots at you.

  • Big Copter – a tougher aerial threat that fires a spread of bullets.

I'm working on proper names for these enemies, tbd! All of these enemies have been placed in the test room for you to check out. And this is just the beginning — I’ve got a list of ideas for even more enemies coming soon!


❤️ Damage System Upgrade

Enemies don’t just deal “flat” damage anymore. Now:

  • Different actions = different damage. For example, a big jumper might only hurt you for 1 damage when idle, but 3 damage if it slams into you mid-fall.

  • Small enemies are quick but light-hitting, while the big ones are slower and much more dangerous if you don’t pay attention.

  • This makes encounters more dynamic — you’ll need to read what the enemy is doing instead of assuming everything hurts the same.

✨ What’s Next

I’m continuing to expand the enemy roster and fine-tune their behavior. Expect new surprises, new attack patterns, and maybe some boss-sized challenges soon 👀. Hopefully we will start having enough variety to create some new stages that feel interesting and different.

Another small change (but big on impact) that will be coming soon are stage checkpoints! If you collide with it, it will record your location so you can return to that spot if you die. No more worrying about having to start completely over if you die mid-stage in a tough level.

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