# Enemy Guide

## Purpose

This guide defines how to design enemies for zones and combat readability.

## Enemy Scale

- Small enemies: 64-96 px tall.
- Standard enemies: 96-128 px tall.
- Large enemies or bosses: 160-256 px tall.

## Enemy Families

Enemies should be grouped by the zones, chunks, rooms, or encounter areas declared by the current map.

Use these as generic role examples, not required zone names:

- Safe or tutorial area: no hostile spawns, harmless hazards, or very slow enemies.
- Open danger area: faster swarm enemies or basic patrol enemies.
- Tight-path area: pressure enemies that exploit narrow routes.
- Reward or optional area: higher-risk enemies with better drops.
- Boss or elite area: stronger enemies, unique attacks, or limited spawn waves.

## Technical Requirements

Each enemy type should eventually have:

- sprite sheet
- health
- speed
- damage
- score reward
- XP reward
- drop table
- spawn zone list
- chase type: direct chase or navigation agent

## First Implementation Target

- Keep one current enemy as the baseline.
- Add one contrast enemy for a second encounter role when the map needs it.
- Add one tougher or more specialized enemy only when the current Step 1/Step 2 map scope includes a higher-danger section.
