Sar wrote:earLOBe wrote:the point is to make players not want to get hit by death cobs without making them into a high-level threat
"This enemy can't kill you but is a huge annoyance" is not very enjoyable enemy design.
I'm not normally a fan of that sort of thing, but Zot does quite a bit of that and it makes much more sense in Zot than anywhere else. Giving death cobs a strategic effect is one way of making them relevant where they would otherwise be pretty much ignorable. TBH, I'd ideally like to see a new rot in general, but strategic damage is most reasonable to hand out near the end of the game (as opposed to, say, getting an unlucky swamp ending).
EDIT: I also crapped out a sketch tile. It's literally been years since I worked on a sprite, so I doubt anything else I do will really improve it further, but if anyone more talented sees an opportunity for a new death cob...