Enemy Hierarchy & Pitch Review
December 21, 2025โ
Focusโ
Review proposed pitches before voting: Advanced enemy hierarchy, special room categories, loot framework, Rift objectives, and meta progression. Identify misalignments, overlaps, missing assumptions, redundancy, scope creep, and framework conflicts.
Advanced Enemy Hierarchyโ
Three-Tier System
Elites:โ
- Stronger versions of existing mobs
- Have skills/abilities (additional ability player would recognize)
Examples: Fireball, heal abilities
Could use player abilities
Make enemies smarter and more challenging
Champions:โ
- Mini-bosses teaching boss mechanics
- Introduction to bosses (taste of mechanics on smaller scale)
- Combine two existing archetypes for variation
- Extra abilities or sequences players must learn (unlike elites)
- Not confined to unique boss rooms (integrated into normal spawns)
- Force players to learn counters before boss fights
- Add uniqueness to Rift
- Could use special spawners
Bosses:โ
- Room-specific encounters
- Pattern-based attacks
- Unique rewards
- Own specific rooms
Design Considerationsโ
Visual Indicators:
- Name tags and visual cues (purple text)
- Skull icons on health bars
- Champions: Auras or carry banners
- Banners could be collectible drops
Core Questions:
- Is three tiers enough?
- Any overlap?
- Clear gameplay purpose and niche for each?
- Distinction apparent to players?
Agreement: Three definitions sufficient (elites, champions, bosses)
Champions as Teaching Toolsโ
Mechanic Introduction
- Introduce gameplay mechanics later used by bosses
- Example: Heavily armored mob taking one damage until mouth opens (weak spot revealed)
- Champion introduces mechanic, prepares for boss with similar mechanic
- Players learn counters before boss fights
Design Philosophy
- Champions and bosses designed in tandem
- Plan boss encounters with phases/mechanics
- Design champions to teach those mechanics
- Player abilities developed before elite abilities
- "As we develop more player abilities, that's going to... one has to come before the other"
Framework Notes
- Hierarchy provides framework but adaptable as needed
- Reducing invulnerability (implements branch) increases game pace
- Impacts boss/champion design
Special Room Categoriesโ
Five Room Types
Rest/Guild:
- Non-combat
- Doesn't fit neatly into combat/loot/explore
- Could be merged
Reward:
- Primarily loot focused
- "100% loot"
Puzzle:
- Non-combat challenge
- Mental or mobility-based
- Doesn't neatly fit combat/loot/explore
Challenge:
- Combat or time-based difficulty
Boss:
- Specific boss encounter rooms
Three Categories: Combat, Loot, Explore
Observations:
- Special rooms accessed through exploration
- Provide rewards (link to loot)
- Some rooms encompass all three categories
Discussion Points
- Distinct player skills per room type?
- Sufficient distinction between puzzle and challenge?
- Methods to include or force certain room types in Rift?
Voting
Five separate yes/no votes (one per room type)
Loot Frameworkโ
Components
- Long list defining loot categories, sources, targetability
Supporting systems needed:
- Minable POIs
- Additional loot containers
- Instant-use loot
Core Questions
- Does framework reduce ambiguity and give purpose to each loot type?
- Preserves player agency and understanding of sources?
- Any categories too broad? (e.g., armor vs weapons)
- Currently: Weapons and armor in single gear container
Minables vs Chestsโ
Mining POIs:
- Essential to give players reason to use pickaxes
- Suggestion to replace chests with mineables
- Mining aligns with Minecraft theme
Floating Loot:โ
- Currently exists with rift spawners
- Instant pickups (health, mana) work well
Rift Objectivesโ
Three Categories
- Combat
- Loot
- Exploration
Core Questionโ
- Can players understand expected gameplay from objective text alone?
Examples by Category Loot:
- Scav objectives (primarily loot)
- Anomaly objectives (submit looted essences)
- Archaeology (exploration + loot)
- Fishing (loot + exploration)
Combat:
- Killing skeletons
- Tower defense (enemies build towers, players survive/build)
Exploration:
- Exploring rooms
- Finding anomalies (exploration + combat)
Combination:
- Guardian objectives (exploration + combat)
Design Strategyโ
Permutations:
- Start with three primary categories
- Create permutations (eg. combat + loot)
- Aim for ~7 unique objective combinations
- Add variations within combinations (e.g., different mobs to kill)
Guidelines:
- Focus on primary player engagement to improve completion chances
- Pillars provide framework, not restriction
- Analyze where objectives fit and why
- Don't discard good ideas for not fitting
- Avoid "cramming" into definitions
- Objectives shouldn't feel like "elixir with added flavor"
- Suggestions shouldn't be too heavy-handed aligning to one category
Use Framework:
- Guide, not restriction
- Vague enough to define any objective while maintaining cohesive plan
- Reevaluate if becomes too limiting
Meta Progressionโ
Definition & Purpose
Meta Progression:โ
- Persistent, non-changing things
- How presented to player
- Tweaking between runs (how mechanics work)
- Increasing available paths vs direct power
- Typically choice-based (more meaningful)
- Without choice = gating mechanism
Direct Progression:โ
- Directly making player more powerful (e.g., upgrading fireball)
- Tied to player stuff (finding better gear)
Examplesโ
Meta Progression:
- Guild and Hub upgrades
- Unlocking ability to craft objective type in Rift
- Rift complexity over time (unlocking portals to dead ends)
- Vault Hunters knowledge system
- Specializing in mechanic guilds (anomalies/objectives) for better spawns/loot
Not Meta Progression:โ
- Complex Rifts accessible day one (normal progression)
- Requiring specific item for new Rift tier with no choice (regular progression)
Guilds Integrationโ
- Perfect place to express meta progression
- Could tie to different areas (abilities)
- Engaging with guilds might be required for full end-game progression
- Essence guild essential for expanding essences, accessing new essences/Rifts
Meta Progression Restrictionsโ
Should NOT Affect
Rift Completion Speed:
- Should depend on player knowledge and skill
- Shouldn't impede player directly
Loot Pools:
- Don't lock specific items or tiers behind meta progression
- Example: Don't force unlock to find maces in Rifts
- Increasing drop chance acceptable
Player Stats:
- Don't affect directly
Objectives/Themes:
- Don't tie unlocking different objectives/themes to individual guild unlocks
- Instead: Singular unlock grants access to all objectives
- Players shouldn't choose objective until defeated
Specific Loot Types:
- Don't unlock specific weapon/loot types
- Example: Don't gate 90% of mod before accessing particular weapon
Should Affect Rifts First:
- Should be first thing affected by meta progression
- Come up with Rift-related ideas for Rift guild (possibly Essence Guild)
Alternative Approachesโ
Crafting Integration:
- Can't craft mace until finding one (Hollow Knight, Dead Cells system)
- Contextual advancement trees: Skills/abilities for weapon hidden until acquired
- Maces available but not fully usable until found in loot pool
Additional Topicsโ
Emerged organically through discussion
Referenced Gamesโ
- Backpack Hero
- No Rest for the Wicked:
- Good crafting implementation
- Player housing mechanics
- From developers of Ori and the Blind Forest
Next Actions Discussion Needs
- Distinguish between meta and normal progression (specifically for Rifts)
- Create discussion post defining both
- Divide what fits better
Holiday Break
- Suggestion to pause meetings, resume January 3rd
- Break for recharging and generating ideas
- Meetings paused, not full shutdown