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Hello everyone, I’m Rico Lemba, back again delivering some development updates of Anuchard. Last 10% of the development seems like forever for us, but we’re still working hard to make the game stable and polished. I’m going to share a bit about how we design enemies in this game, Anuchard gameplay mostly follows one of our core principles that is behavior driven enemy design. Instead of using different stats, health points, etc. we put emphasis in enemy attack patterns. Anuchard's most basic enemies, the slime type enemy, only attacks the player in four directions, giving you a lot of options to defeat this enemy, other enemies, for example the wild type, actively pursue the player, serving as constant threat. {STEAM_CLAN_IMAGE}/38700864/ddf7b03e5191410445f94c9ad90ab8dfe5bbb28e.gif Every enemy might be easy if you defeat it in 1vs1, but the challenge really escalates when we combine different enemies in one encounter, combine this with Armor mechanics, light attack, and heavy attack mechanic, and the combat becomes intuitive and engaging for all players! It’s been a great joy making this game, and we’re super excited that the development is almost complete. We look forward to
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