9 Lives To Die
Toggle Dark/Light/Auto mode Toggle Dark/Light/Auto mode Toggle Dark/Light/Auto mode Back to homepage

Enemy Designs

Level 1 - The Tunnels

Tunnel Rats

  • The rats here have retained their base instincts, making use of bones and scraps as weapons and armour
  • Enemies here are designed around the use of simple attacks that will introduce the player to a core set of mechanics

Boomerang Rat

Rang Attack

  • Simple mob with low hp
  • Moves slowly, attempts to space itself from the player
  • Attacks by throwing a bone boomerang that tracks the mob’s location on return
  • Boomerang returns sooner when colliding with terrain

Pick Rat

Pick Attack

  • Simple mob with low hp
  • Moves slowly, prepares a leap once in range of the player
  • Jump speed is quite slow and trajectory does not track the player’s movement after the attack begins
  • Pick digs into the ground on landing, causing the rat to momentarily struggle while pulling it out

Spear Rat

Spear Attacks

  • Moderately increased hp compared to the pick and boomerang
  • Moves more slowly than either of them when not charging
  • At close range, uses horizontal spear thrusts
  • At distance, charges the player with spear
  • Charge distance is defined as distance to the player plus a few units
  • Player can use this to make the mob collide with terrain, planting the spear and creating an easy opening

Brute Rat

Brute Attacks

  • Key Mini Boss for the Tunnels area
  • Placed in a fixed room, protecting a key item that allows access to the area boss
  • High hp
  • Slow Movement
  • Horizontal Swing Attack has wide hitbox in front of the mob
  • Can be avoided by jumping
  • Overhead Slam has a large windup, but covers area above and in front
  • Slam also sends out a chain of vertical shocks along the floor of the room
  • The initial overhead swing cannot be jumped over due to the vertical hitbox, but a jump is required to avoid the subsequent shockwave
  • Mastery of the fight requires recognition of the distinct telegraphs of the overhead and horizontal swings
  • The mob will sometimes use both in quick succession, but always with the telegraph for each

Bat

  • Very low hp mob
  • Hang from ceilings or platform undersides
  • Remains airborne at all times while aggro’d
  • Barks when player enters leash radius, then tracks the player with a consistent speed for contact damage

Big Bat

  • Optional Mini Boss for the Tunnels area Found in a fixed room, blocking a trapped friendly NPC (Merchant)
  • Moderate-High hp
  • Stays near room ceiling, strafing side to side
  • Drops rocks/bones (teeth?) on the enemy
  • Periodically barks, telegraphing a swooping attack (moves from one side of the player to the other with a downwards, curved trajectory)