July 27, 2026
Devlog #6 - The forest fights back
Until now, every enemy in the forest had exactly one idea: walk at you. This week they learned to fight back.
Enemy attacks
Five enemies now have real attacks, and every one of them tells you before it swings. A red shape flashes on the ground - a ring, a shadow, a lane - and a beat later something lands there. Stay in it and you take the hit. Step out and it whiffs. That's the whole thing: watch for the red, and move.
The Golem plants its feet and slams the ground, punching out a ring of force around it.
The Mushguy stops holding its ground and lobs a slow spore arc across the field, with a red shadow marking where it'll drop.
The Puffcap is the scary one - it sprints straight at you, swells up, and bursts into a poison cloud, taking itself out in the process.
The Hopper crouches, marks a landing ring, and leaps onto it, squashing whatever's underneath.
And the Acorn Guard - the one hiding behind the shield you have to walk around - now lowers it and charges down a lane, overshooting past you before it can turn around.
Blobs and wisps still just walk at you, exactly like before. That's on purpose: if everything on screen were attacking, nothing would read. The plain horde is the quiet backdrop that makes a red telegraph pop.
Also this week
- The Golem got a fresh walk animation, and enemy packs move with more character.
- Poison flasks spread their pools more sensibly, and mega-flasks read their size correctly.
- Music now ducks under the post-run Learning Review so you can actually read it.
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