Final concepts for the Basic enemy characters for the Act 1.
It took time, but I think all of them will make an interesting playtime.
For those who do not remember, the premise was to find an alternative to the progressive difficulty.
Instead of progressively increase the stats, the idea was to look for behaviors that presented a challenge for the player. In this way, any character (no matter how strong it is) can defeat any enemy. The difference will lie in knowing how to win in each situation.
In turn, and following the same line, the enemy classes do not mark a progression in the characteristics (althought there is some progression), but rather, more modes of action:
(The missing frames shows the transition point because the backpack explodes and "they began to operate without energy") (Every backpack with chimneys will have a smoke animation).
It is no accident that there is a certain similarity between the rows of the same column:
Althought every column is a clan, when they lower a category it means that they are losing parts of their original equipment, and therefore they are changing their behaviour according to their situation.
This is related to the crafting core in the game. Not only the player will have the opportunity to improve their equipement, but also the enemy as well. In other words, there is an assonance between the ludo-narratives mechanics and the difficulty.