Change Log

  • References to “cell” have been replaced with “radius”.

This is a boss planned as a first stretch goal. Part of the Overseer boss fight; refer to that page for the main info.

Overview

Character Design Requirements

Themed around tentacles and cephalopods, this character should lean into flowy, fluid patterns while still being believably mechanical.

  • Tentacles:
    • Each tentacle should be about as tall as Construct.
    • They should be metal mechanical segments that curl up into the shape of a tentacle.
    • They emerge from a hidden hatch in the ground. (This will be colored the same as the floor cells in the room that the boss fight occurs in.)
    • The segments should be thickest at the base, and become thinner towards the tip of the tentacle.
    • When they extend for attacks, it’s best to use a lot of smear frames to avoid the pain of having to create a billion different rigs for tentacles.

Gameplay

Technician summons tentacles to the field to fight for it. The tentacles don’t move, but have great control of the immediate area around it, making it important for players to take them down before attempting to approach the main unit.

  • A tentacle will not act if it was spawned this turn.

Note for programmers

I want the tentacles to have cooldowns that are shared globally by all tentacles. (Sorry, Christian…</3)

Health

  • 280 health

Passives

\PassiveDescription
Tentacle: ReactiveAt any time, when a unit enters an adjacent cell, the tentacle strikes that unit for a small amount of damage. (16 damage)

Abilities

AbilityDescriptionTarget TypeConditions and DetailsCooldown
Tentacle: SwipeThe tentacle spins and swipes in a circle, dealing 30 damage to and pushing every adjacent unit with 15 collision damage. Also leaves the sticky cell state on every adjacent cell.PatternPattern is all adjacent cells around the tentacle.
Tentacle: SlamThe tentacle slams down in a direction. Deals 20 damage, applies 2 Slow, and leaves the sticky cell state on the floor.Line4 cell range, cardinal directions only, pierces all entities.1
Tentacle: RepositionThe tentacle knocks the main unit into a far-away cell. (35 damage)RadiusSelects a cell to throw the unit to. Can only use if the main body is in an adjacent cell. The cooldown for this move is shared by all tentacles.

The tentacle should try to reposition
3

Animation

AnimationDescription
IdleTentacle very slightly wiggles around idly.
Anim 1Used for Slam. Swings the tentacle, slamming into the ground.
Anim 2Used for Swipe. Tentacle winds up and swings in a circle.

Requires an up-cardinal and down-cardinal variation.
Anim 3Used for Reposition. Tentacle winds up then spikes directly upwards.