
Hello, wonderful people from the Internet!
First off, let’s talk about some changes we’re making to how we deliver updates. After some soul-searching (and maybe a few too many cups of coffee), we’ve decided to revamp our content strategy. Moving forward, our Community Impulses will be merging with our Blogs. This means we’ll not only ask for your general input but also show you what we’ve cooked up so far and get your specific feedback. Think of it as a potluck dinner – we bring the main dish, and you bring the seasoning. We believe this will spark richer discussions and, who knows, maybe even a few friendly debates.
Additionally, we’re giving our Discord server a glow-up. Our goal? To get chummier with the community and turn “strangers on the Internet” into “friends who argue about game mechanics.” But enough about the boring logistics—let’s dive into the fun stuff: enemies.
Enemies: The Good, the Bad, and the Gravity-Defying
We’re currently working on the first batch of enemies for an upcoming playtest, and we thought, why not share some early concepts with you? Not only do we want your feedback, but we’d also love to hear about your favorite enemy types from platformers or metroidvanias. What enemies do you think are a must-have, especially when paired with our rotation mechanic? (Spoiler: We’re not just spinning our wheels here.)
2 Enemies, 2 Be Tested, in Our 2nd Playtest (Still Taking Title Suggestions)
For this playtest, we’re focusing on two enemies designed to test the following aspects with minimal fuss:
- World-Gravity Projectiles
- Melee Combat
- Ranged Combat
- Enemy Movement
- Behavior Possibilities
- Area Denial
Let’s break it down, shall we?
World-Gravity Projectiles
This is the feature we’re most excited about (aside from pizza Fridays). Imagine projectiles that obey the world’s gravity—yes, even when you rotate the world 180°. In one scenario, the projectile falls straight down. When you rotate the world, and suddenly it’s coming at you from below. It’s like playing dodgeball in zero gravity, except the ball really wants to hit you. We’ve included a sketch to show what we mean (artistic skills not included).


Melee Combat
We’re tackling the age-old question: How do you make melee enemies threatening in a game all about movement? We don’t want players to just run away forever (looking at you, speedrunners). The challenge is making melee combat feel dangerous without turning the game into a Benny Hill chase sequence.
Ranged Combat
Ranged enemies are tricky in a game with rotation mechanics. We want to strike a balance where rotating feels rewarding but not mandatory all the time. Projectiles could be the key here – too many, and you’re spinning like a top; too few, and the game loses its edge, it’s a tightrope walk.
Enemy Movement
How fast should enemies be? Can slow enemies work in a rotation-based game? Do melee enemies need a gap-closing ability, or can they just yell “Wait up!” as you sprint away? These are the burning questions we’re tackling. (And no, “just make them faster” is not always the answer.)
Behavior Possibilities
Rotation opens up a world of possibilities for enemy behavior. We’re experimenting with new ideas to keep things fresh. Think enemies that adapt to your movements or use the environment in clever ways. Or, you know, enemies that just really hate it when you spin the world.
Area Denial
We’re testing the idea of creating zones that are temporarily impassable or come with a penalty. How much is too much? How little is too little? And how does rotation affect this?
The Enemies: Meet Slicer and Spitter
Now, let’s introduce the stars of the show – our two test enemies. (Names are placeholders, so if you’ve got something better, let us know!)
Codename: Slicer
Our melee enemy, inspired by fast-attacking assassins. Slicers are sneaky little creatures – they hide in a specific world direction and only leap out when the player enters their zone. Once they’re on you, they deliver rapid, low-damage attacks. We didn’t want to overwhelm players early on with burst damage, so Slicers are more about pressure than punishment. Think of them as the mosquito of enemies -annoying, but not deadly (unless you ignore them for too long).
Codename: Spitter
Yes, we’re very creative with codenames. Spitter is our ranged enemy, and it’s all about trajectory projectiles bound to world gravity. They shoot globs of… something… at the player, creating a temporary damage-dealing zone on impact. Whether it hits you or the environment, it’s bad news. Spitters are here to make you think twice about standing still – or rotating the world at the wrong time.
Your Thoughts?
These are just some of the concepts we’re excited to try out. But we want to hear from you! Do you have a favorite enemy from another game that you’d love to see in our rotation-heavy world? Or maybe you’ve got a wild idea for an enemy that’s never been done before? Let us know on Discord and join the discussion. Your input could shape the future of the game – no pressure, though.
So, what are you waiting for? Come share your thoughts, your dreams, and your enemy-related nightmares. We can’t wait to hear from you!
(And if you don’t have any ideas, just tell us your favorite pizza topping. We’re flexible.)
ENSO Out