Dev Log #3 Character Design
The Design of Characters and Enemies for Our Game
When designing the characters and enemies for our game, it is important we make sure that every detail matters. This includes their visual design all the way to their abilities and how their abilities interact with the world. A well-designed unique character enhances player immersion, while a memorable enemy challenges the players while adding depth to the gameplay. In this post, we’ll break down the design of the Player Character and Enemy Boss, analysing how they contribute to our game’s atmosphere, mechanics, and storytelling.
The Player Character: The Agile Elder Mage
The protagonist is a bearded elder, draped in a baggy gown, wearing a pointed hat that allows his horns to protrude. This design immediately evokes a sense of wisdom and mysticism. His horns/antlers serve a dual purpose—they create a feeling of safety for allies while intimidating enemies. This balance between warmth and danger adds layers to his character.
Designing the Look and Feel
• His flowing beard conceals his features, making his appearance more enigmatic and engaging for the player’s imagination.
• His small stature is contrasted by his unmatched agility, akin to Yoda’s acrobatics, giving him an unexpected edge in combat.
• His staff, carved from the timber of his homeland, reinforces his deep connection with nature and magic.
Gameplay and Combat
The mage’s weapon of choice is his staff, which channels elemental powers like fire and water. This gives room for diverse combat mechanics, such as:
• Fire-based attacks that deal explosive damage or leave burning effects.
• Water-based abilities for defence, healing, or controlling enemy movement.
• Combo-based magic, where players can weave fire and water spells together for unique effects.
His agility and precision-based combat suggests fast-paced gameplay. Dodging, teleporting, and rapid strikes with his staff could make for an engaging playstyle, rewarding quick reflexes and strategic spell combinations.
The Enemy Boss: The Arachnid Hand Abomination
A great enemy design is built on fear, challenge, and unpredictability. The boss enemy—a giant hand that conceals its spider-like form—is a fantastic blend of unsettling horror and creative gameplay mechanics.
Visual and Atmospheric Design
• Its hand-like shape tricks players into underestimating it before it reveals its true arachnid nature.
• The palm-concealed mouth, inspired by Deidara from Naruto Shippuden, gives it a grotesque and menacing presence.
• Its limbs unfold like a Venus flytrap, suddenly ensnaring players, evoking a feeling of unpredictability and dread.
• Taking inspiration from the Demogorgon in Stranger Things, the enemy’s expanding limbs add a dynamic, shifting element to the battle.
Enemy Behaviour and Attack Patterns
• Movement: The boss moves by using its fingers to propel itself, making its movement erratic and difficult to predict.
• Trapping Mechanic: Its expanding limbs allow it to trap players, restricting their movement and forcing them to think on their feet.
• Projectile Attacks: It spits venom or acid, dealing damage over time or corroding the environment to limit the player’s safe zones.
Boss Fight Strategy
• Phase One: The boss initially behaves like a crawling hand, quickly lunging at the player with slamming attacks.
• Phase Two: Once players deal enough damage, the palm opens, revealing its mouth. It then becomes more aggressive, using venomous projectiles and attempting to grab and crush the player.
• Final Phase: Its spider-like features fully emerge, making it faster and more erratic, forcing players to use all their skills to survive.
Thanks for reading,
Puca Studios.
Get SpellBinder
SpellBinder
Status | Released |
Authors | Puca Studios2024, Ejobus, genericvillager.exe, Avys11, Amelia130, Mixer-1 |
Genre | Adventure |
Tags | Roguelike |
More posts
- Dev Log #10 v1.0 launch date and informationApr 12, 2025
- Dev Log #9 New Enemy's (And To-Do List)Apr 10, 2025
- Dev Log #8 The Sounds of SpellbinderApr 05, 2025
- Dev Log #7 Level Gen + Level DesignApr 02, 2025
- Dev Log #6 Beta Test Post-MortemMar 30, 2025
- Dev Log #5 The BetaMar 22, 2025
- Dev Log #4 User Interface and Game EnvironmentMar 09, 2025
- Dev Log #2 Vertical SliceFeb 09, 2025
- Dev Log #1 The Team and The GameDec 09, 2024
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