Rule of thumb for enemy design

Posted by Terrance on Game Development See other posts from Game Development or by Terrance
Published on 2012-12-11T19:56:36Z Indexed on 2012/12/11 23:15 UTC
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I'm at the early stages of developing a 2d side scrolling open ended platformer (think metroidvania) and am having a bit of difficulty at enemy design inspiration for something of a scifi, nature, fantasy setting that isn't overly familar or obvious. I haven't seen too many articles blogs or books that talk about the subject at great length. Is there a fair rule of thumb when coming up with enemy design with respect to keeping your player engaged?

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