: Allow the "Prisoner" to shapeshift into static background objects (like crates, barrels, or hanging tapestries) to avoid the reactive AI.
: Inspired by the "EVE-7" lore, implement a limited-use "Autonomy" mode where the character acts on pure instinct, prioritizing escape routes over combat for a short duration. Black_Garden-v0.1.9b-Alpha.exe
: Based on the behavior of real black garden ants, give the enemy soldiers a "pheromone" or "tracking" system where they can follow the player's trail if they stay in one spot too long. : Allow the "Prisoner" to shapeshift into static
If you are following their progress, you can find the Necrofugitive Demo on Itch.io or track development on Steam . Are you this game yourself, or AI responses may include mistakes. Learn more If you are following their progress, you can
: Since enemies in Necrofugitive learn from your attacks, a "v0.1.9b" feature could be a Trait Mutation system where the player can choose a new permanent passive ability after surviving a high-intensity chase.
: Incorporate "deadly water" hazards mentioned in recent dev logs into the combat loop, allowing the player to lure or knock enemies into these hazards.
Since is primarily developing Necrofugitive —a 2D stealth-action game about a shapeshifting fugitive—and "Black_Garden-v0.1.9b-Alpha.exe" follows typical game build naming conventions, here are some feature ideas tailored to that specific gameplay loop:
Click one of our contacts below to chat on WhatsApp