Hey everyone! Welcome to our third devlog about the development of Overhours! Today we'll dive into the designs of our freaky lil fellas π
Why Are They Based on Animals?π¦πΈ
Well, the easiest answer is that our main character is anthropomorphic, soooooooooooooo-
But okay on a more serious note, when we started the designs for Overhours, our creative director realised her strengths were NOT in character design, later discovering that anthro characters had phenotypes and stereotypes that were easier to imagine and play around with (eg. yakuza-inspired lion gang in BEASTARS; tiny, sweet-talking sheep assistant from Zootopia).
That of course spilled over into the enemy design department, and made the process of conceptualising enemies and their abilities much smoother! We combined animal phenotypes and behaviours from the real world and adapted them to classic TD enemy tropes. Thus, we've got enemy hordes spanning a few species!


For example:
The Green Spitter Frog (not its final name) enemy is based off the often colourful Poison Dart Frog that secretes a toxic layer of mucus on its skin. So we designed this enemy to be a long-ranged toxin spitter with a mouth that split open when spitting projectiles, inspired by the demogorgon from Stranger Things.

Can you guess what other animal species our enemies could be inspired by? π€ Leave your guesses in the discussion!
π Read our previous devlogs:
Devlog #1: How We Started Making Overhours
Devlog #2: Overhours Artstyle Development
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If you have some aspects of our development that you're interested to know about, feel free to let us know and we can consider putting it in our next devlog!