Copypasta from #jam: My thoughts for early game enemies are something like Geemers in Metroid where they hurt to touch but otherwise don't attack you. After that I’m partial to having a medium amount of enemies that each have their top, sides, or bottom protected (maybe switching sides), and hitting the wrong side stuns you leaving an opportunity to be counter hit. Challenge comes from good movement and positioning around multiple enemies with different weak points
*Enemy design should include enemy health/how many hits it takes to defeat and possibly what it drops on defeat.
Copypasta from #jam: My thoughts for early game enemies are something like Geemers in Metroid where they hurt to touch but otherwise don't attack you. After that I’m partial to having a medium amount of enemies that each have their top, sides, or bottom protected (maybe switching sides), and hitting the wrong side stuns you leaving an opportunity to be counter hit. Challenge comes from good movement and positioning around multiple enemies with different weak points
*Enemy design should include enemy health/how many hits it takes to defeat and possibly what it drops on defeat.