Hey Blade Princes,
What makes a hero’s journey more epic? Its villains! In this devblog, we will dig deeper into some of the enemies you will have to face, but also the unique threat level feature that will spice up all those combats!
Many threats are lurking over the city, and the Blade Princes have a lot of work to do. The different sectors that divide Abjectalia can be similar to biomes, with the idea that each one of them has their own identity, but moreover, what's our topic of the day, their own villains.


As for other sectors and enemies… Well, let’s keep the surprise, shall we?
Each enemy encountered by the Blade Princes is a new step taken towards the top of the power chain in Abjectalia. Within the same sector, you will face different kinds of minions, but most importantly, the big bad evil bosses! Yes, there is a plural here, as territories are disputed by various individuals with their own purposes and powers.

Narratively speaking, we wanted this escalation of threat and power in the enemies to be a representation of the Blade Princes' growing maturity and strength through all the hardships they face. Many different plots are happening in Abjectalia, and it was paramount that the critical state of the city was seen through all the different antagonists that want to claim power over it.
In Blade Prince Academy, the dangerousness of each mission is determined by the player’s decisions. Indeed, if missions start with a threat level of a certain intensity, this score can increase depending on different actions:

The UI was a critical aspect to set up in regard to the importance those choices create. Building tension and fear in the player was the main goal of the threat level UI, with the skull getting angrier with each level and the red color reminding the player of the growing challenges they will face. There was a balance to find between highlighting this difficulty meter with graphic assets and not overcharging the screen with too much elements, keeping the UI readable.
Since many mechanics depend on this data, we wanted the threat level to feel like a danger hanging over the player constantly, as opposed to a one-time event that will disappear from the screen and, later on, the mind of the player. With the angry skull and its loading bar always apparent, the idea was to understand which difficulty you are currently facing and, when having to make decisions, doing them while knowing if it is worth it or not.
Threat level does not impact the visuals of the enemies, however, their number, their animosity, and their strength are increased. Stats such as Life, Damage, Resistance, and Haste are upgraded, making them a much more aggressive challenge for the player. This feature can create a unique experience for the same sector, with some enemies being tougher than they used to be or making more of them spawn in a place that was previously empty.
Dealing with more and more dangerous individuals is one thing, but challenging oneself is not the only profit to gain from such victories. We wanted the player to really feel the impact of winning a tough combat and the satisfaction that comes from it. A Special Pact reward is delivered to players who beat the highest threat level menaces, but they also gain more experience as well as skullz money.

Now, you have read everything there is to know to face the hostile world of Abjectalia and to protect its citizens! Thank you for reading this devblog, let us know what you think about the threat level system and how you can influence it!
And we also created a Tiktok account, you can find it here: https://www.tiktok.com/@bladeprinces
Stay tuned for the next insights into the creation of Blade Prince Academy, more news are coming in the next weeks!
- The Blade Prince Academy Team -