i7 / kerkerkruip

Kerkerkruip - the interactive fiction roguelike game
kerkerkruip.org
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New Level 3 monster suggestions #302

Open rvdpluijm opened 10 years ago

rvdpluijm commented 10 years ago

Seeing Victor's remark in #195, I thought I'd open an issue for Kerkerkruip 10 with new level 3 monster suggestions (on which I'll be happy to work after I've finished my dream of Montenoir, for which we have to be able to fight in a dream).

I currently have the following suggestions:

VictorGijsbers commented 10 years ago

Interestingly, I was thinking about something called "The Automaton" as the Nomos champion. This would be a level 4 creature that is very tough and hard-hitting, but follows a completely rigid (randomly determined at the start of the game but thereafter just deterministically repeated) sequence of actions. E.g., it always concentrates 2 times, then attacks, then uses some special power, then restarts the sequence. It never reacts. So after fighting it for a while you should be able to deduce what the best moment is for you to do what.

mciul commented 10 years ago

Those all sound good. I've been thinking there should be a Level 3 spirit power - do you think the statue power makes sense as a spirit power?

Remko, what did you mean about the two other statues? Are they indistinguishable from the clay golem? Do they have special effects? Or are they just there for atmosphere?

Necromancer sounds very powerful - maybe better as a Level 4 creature?

rvdpluijm commented 10 years ago

Mike, what I meant with the two other statues is to place two decoys. One of them is the real clay golem and will get an extra attack if the player doesn't distinguish the golem from a statue. The other two are simply there to give some extra tension, since it could be an unrecognised golem (but doesn't have to be).

Regarding the statue power as a spirit power: I guess one could certainly interpret it as that, namely as some form of help from the spirit which brought the golem to life.

mciul commented 10 years ago

Maybe there should be a decoy ability that makes your opponent hit a phantom, kind of like in the Hall of Mirrors. You can do it as an action or as a reaction, and the decoy stays around until someone tries to hit it instead of you.