Devlog 6: Combat


Enemy combat consists of one slime enemy, who, when hit enough, splits into two smaller slime enemies. This occurs twice, then the third tier of slimes don't produce any new enemies.

Slime enemies randomly patrol an area on the map delegated by Unity's default nav mesh system. When enemies come into contact with the player they approach by moving towards them until the player either leaves their effective range or the enemy can no longer reach them. This can happen often because Slimes cannot jump. Maybe it would have been good to add that.

The player fights the slime by swinging their fist at it with regular attack. If their fist hits the slime, it is knocked back and takes 1 damage. If the slime collides with the player(not the fist hitbox), then the player gets stunned and the slime knocks back less distance than if they were hit.

The player can also upgrade their attack by collecting an orange powerup, it increases the effective range of the attack.

I also thought it would be cool if slimes could pick up power-ups, the way the player can.

Slimes change colour based on the last collectable they picked up. Blue collectables give them a move speed only 1 unit per second slower than the player. Orange collectables give the slime two extra health. When slimes break up, they retain the colour and traits of their parent slime.

Bonus thing:

After collecting three yellow collectables, the player can press a unique button to spawn an explosive tire which always moves forward. When detonated, it deals 3 damage to all targets in the area of the collision.

The Tire can also climb walls.


Unfortunately, you cannot take damage or die. That would have been nice to add, but I didn't want to.

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