Fight aliens using soap! The aliens' ship was dirty, so they kidnapped Broomy to clean it. But they didn't take into account broomy's boyfriend, Moppy! Now moppy is really upset with the aliens, and will use all the power of soap to defeat the evil kidnappers! "Supermoppy" is a 2D sidescroller platformer with a focus on puzzle solving mechanics. The action is fast paced thank to an engaging combat system with lots of weapons, soap-spells and soap bubbles. In the final release there will be an "Adventure mode" and a "Survival mode". In the latter you will be asked to survive against continous waves of monsters in a "Super crate boy"-style gameplay.

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A short article about enemies' design and inspiration.

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When I started to think about enemies, I looked at the main theme of the game: a mop who fights aliens using soap. This gave me some freedom with the look of the enemies and helped me a lot considering my so limited art skills.

The main inspiration has been the alien character from The Simpsons:


For the sake of simpler animation I removed tentacles and added a couple of very stylized feet, and tried to give the alien a dumber expression. This is the result the efforts of one year ago. I tried a couple of times to re-design this art, but I'm kind of attached to the original sketch…

The basic green alien

  • HP: low
  • Attack: ranged (one projectile)
  • Damage: low
  • Spell: none
  • Special abilities: none

Then it’s been easy to recolorize the original alien and add a couple of details to easily obtain more enemies:

The blue alien

  • Hp: medium
  • Attack: melee
  • Damage: medium
  • Spell: none – green smoke – purple blasts (depending on the level, will differentiate the three versions soon)
  • Special abilities: Immune to soap bubbles thank to a red energy shield

The laser blaster

This is more a kind of mechanic considering that is not damageable, but I like to include it in the enemies because of its aspect.

  • Hp: N/A
  • Attack: ranged (pink laser)
  • Damage: High
  • Spell: none
  • Special abilities: none

The red boss

  • Hp: high
  • Attack: ranged +melee
  • Damage: high
  • Spell: green smoke
  • Special abilities: Immune to soap bubbles thank to a red energy shield

The second section (levels 4 to 8) is set on a beach, so I enriched the model with a sub suite to obtain a water themed alien.

The water alien

  • HP: low
  • Attack: ranged (three projectiles)
  • Damage: low
  • Spell: none
  • Special abilities: none

At this point the enemies looked almost all equal, so I tried to sketch some different shapes to add some totally different villains. Trying to get inspiration from the water theme, and from tropical carnivore fishes, I ended up with a sort of pirana.

Pirana

  • Hp: low
  • Attack: melee
  • Damage: low but with high rate
  • Spell: none
  • Special abilities: sticks to the player and continues to bite

Following the same theme, I also designed the final boss of the second section, a giant evil pulpi:

Octopus

  • Hp: high
  • Attack: melee + ranged
  • Damage: high but low rate
  • Spell: purple blasts
  • Special abilities: Immune to soap bubbles

So I added some variation, but the enemies were still being a little monothematic from a gameplay point of view: they had almost the same abilities, just mixed differently. I really needed some gameplay variation in the fights, so I tried to design a couple more enemies which could add some more “spice” to the combat sessions.

Spiky

  • Hp: medium
  • Attack: melee, bounce off the player
  • Damage: low
  • Spell: none
  • Special abilities: Explodes the soap bubbles thank to its spikes

Flying little pulpi (aka head of d…)

  • Hp: low
  • Attack: ranged
  • Damage: low
  • Spell: none
  • Special abilities: Flies!

The last two new enemies added a lot of variation to the gameplay, especially if you consider the several combinations that can be done with other villains: a spiky in front of a green ranged alien forces the player to avoid the bullets instead of simply cast bubble continuously, while a flying pulpi together with a blue melee alien forces the player to interrupt an attack to avoid the projectiles. I’m afraid that sometimes I exaggerated with the difficulty, especially when I tried to combine environmental threats and enemies, but this is something a good playtesting should address.

I have a couple more ideas to implement and playtest, but for these two first ambiences I think I reached a good variety. Perhaps now it's time to renew and differentiate the green-blue-red enemies’ art!

Cheers

SirLuke

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