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Attack type

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Attack type

Melee Attacks

Basic attacks

Melee attacks are attacks that must be executed at close range, they are the most basic mechanics of an enemy. In this type of attack we can change their range, speed, cadence and make combinations to create combos and, in this way, differentiate the attacks and the player's strategy to evade them.

Charged attacks

Charge attacks are a type of melee attack in which the enemy requires a certain amount of preparation time to make the attack, usually the enemy stands still for a few seconds and then makes an attack on the player. Generally all attacks have deployment times, which serve to warn the player of the attacker's intentions. However, there are some enemies that focus on this principle in order to warn the player well in advance, as their attack is certainly more powerful.

This type of enemy focused on quick and forceful attacks often correlates the charge time with the range and damage of the attacks. To help the player detect when such movements are about to occur, the games momentarily change the enemy's expressions, for example by changing colour or gesturing in anticipation. In addition, graphical symbols such as exclamations or alerts can be added to denote danger to the player.

Devastating attacks

Between basic melee attacks and charge attacks, we find blunt attacks. This type of attack, like the charge attack, entails the enemy taking longer to deploy by executing animations or remaining static and vulnerable. They can vary from the basic attack in many ways, the most conventional being by converting the attack into an area attack to melee or simply maximising the damage of the normal attack.

Ranged Attacks

Projectiles

Ranged attacks are long-range attacks, the other basic mechanic of an enemy in a roguelite. In this type of attack, a projectile is launched in a straight line to cause damage to the player.

In this type of attack we can alter its range, speed, cadence or add more projectiles in order to alter the dodge difficulty.

Bouncing projectiles

Some enemies have projectiles with additional characteristics, such as the ability to bounce off obstacles or return to the carrier.

Sustained beam

Another variant of the ranged attack is the sustained beam, which instead of functioning as a projectile affects an entire stage line at the same time, creating a division of the map for the duration of this beam.

Trajectory prediction systems

Warning or trajectory prediction systems exist to facilitate dodging certain fast or very long-range abilities. There may be trajectory indicators that will describe the shape of an enemy's next imminent attack. These warnings are used in attacks by some enemies that deploy a large number of projectiles, with very fast attacks or abilities with such a large area of effect that they would be impossible to dodge if not forewarned by such indicators.

Area Of Effect Attacks

Damage attacks

Area attacks can be found in both melee and ranged attacks, they are just variants of these attacks that have effect and damage in larger areas. Within the area attacks we can find the typical explosive attacks or melee attacks in cone effect.

Debuff attacks

Although we can also find abilities such as debuff puddles, poisons and other non-mechanical variants based on direct damage. Enemies with these types of attacks or abilities are necessary to reduce the player's abilities during combat.

Support Abilities

Protection

Enemies with support functions do not usually have offensive abilities, so their main mechanic has a defensive function. The main role of these enemies is to support the performance of other enemies and increase the difficulty. Defensive abilities include the ability to generate shields, heal allies or improve some stats.

Summoners

Within the support role we could add summoning enemies. They are usually secondary enemies, without great attack and defence stats, but whose function is to generate long-term challenges, as they summon other known enemies over time. Summoner enemies are recurring in a Roguelite in order to generate a large number of enemies during combat. In addition to offering the dilemma of long-term strategy, they offer the ability to contextualise the reuse of enemies in a level.

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