Still wanting to work on my Doom-Metroidvania and can’t at the moment, so I was reflecting on some elements of my enemy list and would love some feedback.
I know that Doom’s marauder is fairly hated and I’m worried that some of my enemy designs are sharing some of its design.
Briefly, the issue that people seem to have with the marauder is that the enemy essentially boils down to a QTE, breaking the flow of the game.
They are pretty much invincible except the brief moment that his eyes flash and you have a tiny window where it won’t dodge an attack.
Some of my enemies have elements similar to this and I wanted to list them and see if you all feel it does enough to avoid breaking flow.
The combat experience I’m angling for is making players prioritize enemies, while balancing ammo conservation, and keeping back the horde.
In addition I’m working on having a “shock and awe” mechanic that encourages “push forward” combat, as well as an AI director similar to the one in L4D, rewarding the players for aggression while punishing doddling.
Here are a brief descriptions of some enemies I’m concerned about, tell me what you think.
“flea” - a tiny enemy that comes in large numbers and leaps relentlessly at the player. They have literally 1 HP, but the jumpy movement, small frame, and large numbers make them difficult. This also makes them extremely weapon specific. So a sniper rifle is a poor choice for them, but are immediately wiped out with a flame thrower. Which forces the player to swap weapons.
“swarmer” - like a flea, but airborn.
“Scamper” - a small ground enemy, similar to a head crab. They come in large numbers, attempt to flank the player in zigzagging movements, then give out a shriek and attack the player in unison by charging then leaping in the air. While in the air their mouth is exposed, allowing for a critical hit. Hitting them in the back will take a few shots. Hitting them in the mouth is an instant kill.
“Sand Scamper” - almost exactly like a scamper, but will borrow under sand, giving them much more armor while under the sand. When they attack it gives the player a moment to shoot them in the mouth, but after landing gives the player a second to shoot them without the armor of the sand. Basically forcing the player to lean harder into requiring crits than the regular scamper.
“Sand worm” - as close to a Tremors worm as I can get without being sued. This enemy moves through the sand slowly, then sends out tentacle(s) that attempt to grab the player. If they grab the player, the worm leaps out of the sand and drags the player towards them. While being dragged the player is stuck and can not move, but they can fire at the tentacle to free themselves, or at the worm to kill it. If the worm gets the player to its mouth it’s pretty much instant death. Other enemies can absolutely attack the player while this is happening. The worms face is covered in plates making damage difficult. If the player destroys the tentacle(s), the worms ai changes and will start making leaps at the player. And at any time the player can have the worm swallow grenades or rockets for massive damage.
“Assassin” - Humanoid enemy similar to the assassins from HL1. They blink in and out of space, turning invisible briefly after blinking, and make feign attacks at the player. When the player attacks they do various dodges, but are not invincible (unlike the marauder). They are meant to be hard to hit, but not impossible, while doing high burst damage.
“Specter” - I’m still a little up in the air as to the mechanics on this one (see my thread about invisible enemies). But mainly it’s an invisible enemy that gives off a bark when doing a melee attack and becomes visible briefly. Other than that, they have high health and tend to scramble, attack, scramble, attack, repeat.
“Shield Baron” - Huge brutes that have a hand held energy shield that covers most of them and allows them to attack at the same time. As the player attacks the shield will weaken and break, making them completely vulnerable while the shield recharges. Later the player will upgrade their melee and be able to do various things to “blue energy” that will be part of the map unlock of the game, but it will also allow the player to rush them and break the shield in one melee attack.
Of these enemies listed, what sounds like a chore?
What sounds like it will break the game flow?
What changes would you make?
And most of all, what makes you groan at the thought of?
Thanks in advance.