Pathing 2D
The battle begins a certain amount of time after the players board the train (this time is reserved for narrative to introduce the story). The idea is that as the train progresses, spawners will activate.
These spawners will work with an enemy counter (AI Director ) to keep the tension controlled at all times, interspersing intensity spikes when two spawners are active simultaneously and enemies come from both front and back, culminating with a spawner on a cliff at a considerable height to showcase the climbing ability of the enemies.
The players will defeat these enemies, splattering the walls in the process. These last enemies also serve to maintain tension until the end. Once the boundary of this arena is crossed, a rock will fall, destroying all remaining enemies.
In this area, the Torreta - Marker will be introduced in a very simple combat scenario with some Smasher - Mauricio. TheTorreta - Marker will be placed on an interactable object so that when players destroy them, an ambush of Smasher - Mauricio will be revealed.
After this initial zone, the train will move to the next section, facing threats of Torreta - Marker from both the front and the back, requiring players to act quickly in a 360º manner to prevent the train from being destroyed.Finally, in the area where the puzzle is located, there will be a few Smasher - Mauricio and a Torreta - Marker,These enemies are intended more to guide the player towards the puzzle than to serve as a real challenge.
In this area, two types of battles will alternate: those outside the tower and those inside.