These small enemies are found in each realm, a higher concept of this game would find that each realm has its own unique creatures that fit the aesthetic of each world. These creatures will be the players primary form of gathering Terra Shards and the creatures they most encounter. I’ve coined these enemies as “grieflings”. There are two categories of grieflings with different behaviours, one that does melee damage and one that does ranged damage. I’ll be making rough sketches of them to understand shape and mechanics.
Slower Melee Griefling: “Wrought”
Concept:
The Wrought represents the heavy burden of unresolved emotions. Its design emphasises weight and sluggishness, making it a tank-like enemy that physically blocks progress.
Artistic Design:
- Shape: A bulky, humanoid silhouette with exaggerated, uneven limbs and a hunchbacked posture. Its oversized arms drag slightly, suggesting its immense weight and burden.
- Texture: A cracked, stone-like surface with faint glowing fissures in deep green or dull red, representing suppressed emotions trying to break through.
- Colour Palette: Muted greys and blacks with hints of glowing green or red accents to match its thematic connection to grief.
- Motion: Moves slowly with heavy, stomping steps. When attacking, it raises its arms dramatically before slamming them down.
- Sound: Low, rumbling groans and a grinding noise as it moves, emphasising its laborious existence.

Smaller, Faster Projectile Griefling: “Whisper”
Concept:
The Whisper symbolises fleeting, invasive thoughts that distract and disrupt focus. Its design is agile contrasting with the slow, heavy Wrought.

Artistic Design:
- Shape: A small, floating, wisp-like entity with trailing, smoky appendages. Its form constantly shifts and flickers, making it appear insubstantial.
- Texture: Smooth and glowing, almost like a faintly transparent sphere surrounded by tendrils of mist or smoke.
- Colour Palette: Pale blues or whites, with a subtle aura or shimmer around it to enhance its ghostly quality. Red eye.
- Motion: Erratic and fast. When preparing to fire a projectile, it pauses briefly and gathers energy into a small orb of light through is eye.
- Sound: High-pitched whispers or distant chimes that grow louder when it charges its attack.
Interplay Between the Two:
- Wrought and Whisper work together to challenge players by combining brute force and distraction.
- The Wrought blocks paths and demands focus, while the Whisper darts around, firing projectiles to disrupt and pressure the player.

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