Making a bloody Samurai Rogue-lite in Unreal Engine - Spear Enemies and Market Battle - Dev Log 5
I am making a Samurai Rogue-lite game in Unreal Engine. The game is inspired by game mechanics from Hades, and Enter the Gungeon and samurai movies like the 13 Assassins. The game features procedurally generated levels so each run will feel unique, a number of show piece encounters like boss fights and story events sprinkled in and a rapid dash focus fighting mechanic.
In this update I demo the new spear enemy which ups the difficulty since the dash attack cannot get through the spear point. The player must strategically maneuver against the spear enemy so that they do not take damage. Groups of spear men will prove deadly if the line up and surround the player!
I also revealed some progress on the Market Massacre level and barely survived demoing it! Designing the encounter is still ongoing with balance and size in mind.
Finally I showed off an experimental non-attack dash that could turn into a roll dodge type move to allow the player to quickly move in a direction without losing focus on the target enemy in their aim - this is to balance the spear difficulty. I think it works but needs some more time in the oven.
I've been playing Hades a bunch since its dash and room design is an area I really like. Hades features standard attack combos which I have struggled to avoid due to scope. Leave a comment if you think my game should feature a standard weapon attack along side the current dash attack!