Players often request complex enemies with randomization and lots of behaviors thinking this will make for a more fun enemy, but I disagree! Enemies that are simple are better for the player to form strategies around and are more memorable. But that doesn't mean they have to be easy. I have some tips and tricks for how you can design enemies to be simple yet engaging for your players!
This is the 3rd devlog for reQuest, a 2D pixel art mini-RPG Indie Game built in the Godot Engine where you'll explore a cozy open world which you solve like a puzzle, unlocking new areas and enemies.
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