I've been borrowing many ideas from many different RPG games and turning them into my own for these games, but I'm quite curious what you guys have to offer as well in terms of ideas. So in that case I'm 100% open to ideas, as I like to elaborate on constantly.
But otherwise, I'd like to go over what I've most recently added and ask what the beta tester think of for the difficulty. I'd also like to explain how the movements of these enemies work.
What's been added
I'm dying to tell you how the systems I've added work but in order to do that I need to explain what systems were added.
For starters, there are now two types of Spickles....
Default Spickles & Large spickles
Visible strikes upon hitting enemies
Camera animation for using the Growth ability
Fixed mission so you can see what happens after defeating your first spickle.
Default Spickles
Default Spickles are much easier to damage as long as you're not right up against them. They will just simply jump towards you. However they have a jump delay of 2 seconds, plus or minus 1.5 seconds. This is to prevent them from just casually jumping in unison, and upping the difficulty. This also helps add to the real time RPG experience in which each enemy has a specified speed and attacking order. Except as I said before, this is in real time movements.
Other than smaller range and quicker movement times, these enemies have a large sight, so It's quite hard to get away from them in tight spaces and is much easier to just fight them. However their health is miniscule compared to other creatures. The Spickles health is stated as 5, compared to the Large Spickle with a health of 20.
As miniscule as those health ranges are, they will vary depending on your current level in game. But to give you an idea of how powerful that still is compared to your damage. The current player deals 0.3 points of damage per hit with a refresh hit time of 0.2 seconds.
Large Spickle
Large Spickles have the same hopping movements as default spickles, except theirs are much more dramatic, higher, and longer. If one lands on you, you can expect to be crushed. However they have a delay of 3 seconds with the 1.5 plus or minus addition (or anything in between) before there moves. They deal 3 damage out of your totaled 4 to begin with. These creatures also max out at 20 health points which take them forever to actually kill, but very worth it by being rewarded 120 exp for the kill.
Describing the systems
So as I mention and remind more than enough, this game will be very revolved around the RPG experiences. For the enemies, this means they must choose between hitting you with an attack or moving up towards you. So with there jump delays, they have a chance to hit you rather than actually move towards you. They also have a 1/10 chance of missing this hit, giving you double the time to continuously attack them again. This goes with anything from Large Spickles to Default Spickles. So if an enemy doesn't move or attack you for a long period of time, you can consider yourself lucky. There will of course be a sign that shows whether or not the enemy has missed and a bar to show you what there health is at and what there current level is.
Now
I'd like to elaborate once again on posting ideas down below. Giving suggestions and watching them actually appear in a game is the best feeling ever and giving our tiny community at the moment, It'd be hard for me to miss them.