Swishing antennae, flailing mandibles and blisteringly fast limbs, a virtual tour of insect anatomy is now presented in DoN, in the form of an "anatomy combat system".
The idea is to repackage traditional combat mechanics, a format that many players are already familiar with, in a manner that complements the game's focus on the natural world.
Strike the Thorax to weaken your opponent, launch a critical hit onto the Abdomen for that final blow, or patiently prod their Forelegs to soften them up.

Gameplay Video
https://www.youtube.com/watch?v=xvriGPUi7Mw
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How it works - Explaining DoN's Anatomy Combat System
Each creature's body is divided into major body parts; the primary limbs for locomotion, the head, thorax (or cephalothorax if they're fused together like in arachnids), abdomen, etc.
Each body part then has a unique potency in an offensive capacity (eg: sharp mandibles deal more damage) and in a defensive role (eg: Abdomens are a weak spot, target them for earning critical hits on your opponent!)
When two creatures engage in combat these bodyparts are shown to the player when they're struck and additional commentary is provided in some cases. Additional features like permanent limb damage (target the legs to limit the opponent's mobility), limb severance, etc, may be considered in the future, but for now player feedback is being monitored to first perfect the basics of this system.
Which parts of the game have changed?
So far only Tiger Beetle v/s Jumping Spider confrontations use this new system. The existing grappling system is still intact across the board and will always continue to be the ultimate decider in settling creature confrontations.
How to try the new combat system?
To try this new system you can either use the "Face Off" mode and setup a Tiger Beetle v/s Jumping Spider matchup (or use the quick link when the game opens) or you can play the Survival mode as either species and eventually you'll bump into an ill-tempered rival :)
Sandbox Mayhem
Don't forget to use the Sandbox mode to setup your favorite matchups too!
A group brawl featuring a horde of Jumping Spiders overwhelming a smaller, but more fleet-footed troop of Tiger Beetles. Psst: The Jumping Spiders won ;)
Fleeing from Combat
It is worth mentioning that you can (and should) flee from combat when you are overwhelmed, either via loss of health, or when you're swarmed by multiple opponents. To flee, just run away from your opponent and exit the combat zone (which is a predetermined radius of distance away from your opponent!). Similarly, the A.I. also flees from battle when it is about to be defeated. By the way, try snatching a fleeing Tiger Beetle if you can. They're very fast!
Feedback Sought
Your feedback is eagerly solicited on this new system!
The current intention is to use this system to cover all rivalry interactions (predator v/s predator, etc) and some other future situations such as competing peers from the same species (mating rights, what not). The "Playfights" of Act 1 (which are the basis for this system) are meant to serve as training for the actual confrontations in Act 2.
You have the opportunity to influence the future direction of this experimental system, so please try out this update and voice your thoughts below, in the forums or via the in-game Feedback Tool.
Until next time!
So get those insect body parts swirling now and check out DoN's new anatomy combat system in this update!
WIth ❤,
Venugopalan Sreedharan
[ 2018-03-24 01:15:53 CET ] [ Original post ]