Enemy base: Enemies have, for the most part, basic behavior to prevent them from being immobile. They use a vision system (black dots) to spot the player and manage basic behavior changes. The goal was to make a living universe, so I made sure that the enemies are rarely static.
Basic first enemy: This is not an aggressive enemy. The goal was to have an enemy that allows the player to get the hang of it without taking too many risks. It attacks only if the player touches it or attacks it.
Second basic enemy: This enemy has the same basic behavior as the first. However, this one attacks by sight and by distance. It chases the player until the player is out of sight. He can see through platforms and his shots go through them. It can also change its angle of fire depending on the player's position. Its low rate of fire makes it an easy enemy to deal with, but in numbers, they become quite dangerous.
Fire Enemy: This is one of the three special enemies in the game. The goal was to have an enemy that could harass the player from the sky. The player has to make the best use of his main ability (using his shots as platforms) in order to get into position and reach the enemy. The enemy follows the player until he is blocked by a wall or, failing that, he wedges himself near the edge of the screen. We were inspired by the Lakitu from the Mario universe.
Lightning Enemy: This is one of the three special enemies in the game. The idea was to have a formidable enemy on the ground, where the fire enemy takes to the air. His signature attack is to use a wall as a springboard to propel himself and catch the player. Like his size, his health points are low to avoid making him too powerful.