Enemy concepts: A Tanky boy who can take the arrows and prevent any non charged or non perfect arrow from piercing A Support enemy who can protect enemies near themselves by blocking arrows, but cannot protect themselves and always runs away A enemy healer A long range enemy archer (Just like you) A enemy that splits into more enemies (slime) Other Ideas: A combo system for piercing enemies A Score System Points that can be used for money Arrow Upgrades
@breadslap25523 жыл бұрын
I love the enemy piercing combo idea. It adds a layer of depth and skill when you get rewarded for lining up your enemies before attacking. Perhaps enemies only drop health if they are killed in a piercing combo.
@pliniomourao3 жыл бұрын
With the idea of the "Support" enemy. Could add a "trick behaviour" where one enemy can aim at the Support enemy in order to reflect the arrow fired by this enemy, creating a new angle for the player to avoid being hit.
@michaeljames95483 жыл бұрын
Boss Idea: A copy of the player which when aggroed, mirrors all of the players actions with a 1 sec delay; ex: player shoots an arrow at the boss (who is horizontal to the player at all times (though a significant distance is maintained from the player so they don't just point blank fire at each other. )) The boss is hit by the arrow, takes damage, and then fires an arrow back towards the player at the same angle. The boss is only reactive (this works because the player must defeat the boss before moving on to the next level.), and has all gear and upgrades that the player has, thus the player must learn to dodge their own attacks. This better's the players knowledge of their kit as they get to play against it, and allows them to see their good and bad tendencies. It would work fairly well for a first boss as it would mean that the player has to have a significant understanding of the game, it's mechanics, and how they themselves play the game, in order to move on to the next level; a sort of "final tutorial". Before they move on to harder stages. Maybe afterwards the boss returns as a less-common enemy or mini boss to allow the players to check their progress? Idk, sorry for the word-wall, let me know what you think if you don't mind though?
@timberdev3 жыл бұрын
This boss idea is quite cool and definitely interesting. I don't know if it would fit a roguelike game very well but I will keep it in mind and maybe test it out! Thanks :)
@revimfadli4666 Жыл бұрын
@@timberdev it does sound like the Copycat special enemy found in some roguelikes
@Frost-nc8jg3 жыл бұрын
I am really liking this so far. Maybe something to add would be to dim the players light on the player model when health is lower. Good luck!
@KamranWali3 жыл бұрын
The game looks really kool especially the character model. The combat system is on point. Keep it up! :)
@glowglew3 жыл бұрын
model?
@sadaroni2 жыл бұрын
*cool
@KamranWali2 жыл бұрын
@@sadaroni I meant to so kool. kool is cooler than cool :D
@sadaroni2 жыл бұрын
@@KamranWali i have realized what i have said 9 hours ago but I’m 9 hours wiser and i understand my mistake now and i have to say it really is “kool” (said in a wizard voice)
@KamranWali2 жыл бұрын
@@sadaroni 👍You are now a wizard Sadaroni. (said in Hagrid voice)
@CalebWillden3 жыл бұрын
Beautiful art! So simple, but the shades of the polygons give it a great feeling of depth. The square particles and bow loading on the player are very satisfying as well.
@eyitsgallery3 жыл бұрын
Enemy Concept: An enemy that’s completely invisible, deals moderate damage, every now and again flashes and blinks into view. All you can see when invisible is the odd particle appear
@Skeffles3 жыл бұрын
This game looks great. I really like the simple art style and how the player eye follows the mouse around!
@unpleasentterrarian84753 жыл бұрын
I really enjoy small programming channels they feel so relatable ig
@progress_games3 жыл бұрын
This project looks awesome! As i was watching I was thinking 'This guy should play SNKRX', and then you brought it up! Man, I love roguelikes
@habibiFriedRice3 жыл бұрын
You could add more bows as upgrades, which change how to arrows work. Some ideas are: -Explosive Bow, which makes arrows deal area damage -Hunters Bow, which makes arrows curve towards enemies slightly -Laser Bow, which swaps the arrows for laser beams that move super fast -Multi-shot Bow, which fires 3 arrows -Heavy Bow, which makes arrows move slower but deal more damage -Flaming Bow, which makes arrows leave a small fire trail behind it, damaging enemies
@memeboy42063 жыл бұрын
A cool idea for an enemy would be one that can reflect arrows
@StaredownGames3 жыл бұрын
Yes! Just posted the same.
@noise_dev8 ай бұрын
such a clean, simple and amazing art! looks futuristic and soo dynamic. I love it! good job!
@anawan3 жыл бұрын
Wow, it's amazing how few lines of code and simple art/concept makes me want to play this so bad ! Keep up the good work !
@natemcaree3 жыл бұрын
Enemies: One that steals a powerup or stats from character and runs away with it, forcing you to hunt it down to retrieve your stats/power enemy that spawns in pairs. the pairs are on opposite sides of map and begin converging on each other. if they touch, they scale up to a stronger enemy. cool ability idea would be to drop a bomb that you can shoot to destroy. lead enemies through it, more enemies you kill with a single bomb more points = more shop spending = higher skill > reward
@goofyahhcat66733 жыл бұрын
I have an enemy idea, well actually a boss one. The boss has large hitbox, a large amount of hp, really slow, and can spawn A LOT of the more basic enemies. By basic enemies I mean the ones that are really simple, fast boi, slow boi, normal boi, not the ones that have more mechanics added to them.
@quimtorra39813 жыл бұрын
Maybe the arrows should just hit one enemy and then you could get a piercing upgrade or something like that? Or maybe just the super powered arrow would have piercing. Idk, just random ideas I got from watching the video. And about the graphics, it looks AWESOME, I love it.
@maplearchives9793 жыл бұрын
That art style is fire
@gegenton39533 жыл бұрын
Oh I was hoping you continue making games and devlogs. Very glad you're back!
@lain_3 жыл бұрын
Finally someone mentions Blazing Beaks, it's such a solid game but I've somehow never heard anyone talk about it.
@Nothing-ox5ke3 жыл бұрын
Alright so first of all, I think you struck goal with the artstyle, it's very visually pleasing! And now for the enemy ideas, I thought about ones that would incentivise a certain approach to prevent players from just either charge shot or arrow spam at every encounter with no regard of the enemy type they're facing and such. I came up with two ideas: -A bigger enemy which would release projectiles from the spot where you hit them with an arrow. would incentivise charging your shot to decrease the number of projectiles you have to deal with. -An enemy with a rechargeable shield (about 3 seconds to recharge maybe?). The shield recharge gets restarted every time you hit said enemy with an arrow, would incentivise a more spammy approach. Both ideas could also be combined for an elite/boss enemy which would have a shield that deflects your arrows back into you. Preferably the speed of the arrow should be retained from the moment you hit its shield, which would incentivise trying to time it to hit the shield just before the arrow loses all its momentum. I'll be looking forward to updates on the game, it seems to have quite a bit potential.
@Infinite3D3 жыл бұрын
love the art style, this looks amazing for the first devlog
@PixelbugStudio3 жыл бұрын
Those particle effects makes it even cooler.
@mjvafadar25263 жыл бұрын
I have a character idea, how about an enemy which when killed turns into smaller enemies.
@shtick78003 жыл бұрын
Enemy Idea (more like 2 in 1): There’s a boss who gets stronger the more you shoot them. Starting out being fairly weak but gaining more health, speed, and damage the more you shoot it. The other enemies are minions. By killing the minions, you can kill the boss. The two enemies spawn in groups together in a 1:10 ratio , if you kill all ten minions, you kill the boss enemy. The minions are really fast, but they deal a very small amount of damage. Enemy Idea: a smaller enemy who has a timed window for when you can damage it. 1 every 5 seconds that window opens, it takes about 3 full charged shots to kill. That’s about all I have for now, hope it helps
@andrewa4713 жыл бұрын
Great job dude. It looks awesome. And the video quality is great. Good pacing, nice sound, enough to keep me entertained and interested till the end.
@pocketlint41823 жыл бұрын
Enemy Ideas: Explodes on death (possibly destroying some terrain?) Short ranged explosive attack Weaker enemy that spawns smaller versions of itself to swarm the player Has a shield or protected state Pierces terrain and obstacles Goes invisible for a brief period of time One that jumps high out of range before landing on top of the player Small, quick enemy that stops to charge a heavy attack Requires a "perfect arrow" to kill (Extremely rare, maybe just used for bonuses?) Just push you, locking you in frames for half a second or so to let other enemies get close Has a slowing effect on the player on hit I don't have a full grasp on what exactly you plan the game to be, or look like yet, but I hope that these suggestions are useful, either as an actual enemy or just something to spur your own imagination. I look forward to seeing how this game turns out :D
@eliusswordofblaze88663 жыл бұрын
some ideas for enemies for this game: Healer - a green enemy that is slow with low health and damage, but it periodically releases pulses of green that heal all enemies within the AOE shooter - a yellow enemy that is fast with low health, tries to avoid you, and occasionally stops and fires three green bullets shielder - an orange enemy with a shield on one side of it. the shield turns very slowly, allowing you to kill it by sidestepping
@negative1up3 жыл бұрын
A neat enemy might be the Dodger (the green diamond) from Geometry Wars. It comes at you at a speed slightly faster than the standard enemy, but will move away and attempt to "dodge" your attacks when you aim at it. So you can keep them at bay just by looking at them, but ignoring them or letting them bunch up can be extremely dangerous.
@migo703 жыл бұрын
I love your style of games, very simple but very pleasing to look at!
@neongalaxy9976 Жыл бұрын
Never heard anyone mention blazing beaks! So underrated
@mynil2 жыл бұрын
I like the visuals of the game, you don't see this style very often in games. The game itself also looks promising. Keep going!
@devlawg7013 жыл бұрын
Been watching your videos since your work on Catch Me. You have a very nice, minimalist art style (at least that's how I feel). Keep it up! I think a few low hanging fruits you can pick up are: - exploding arrows if they are fully charged? - enemies that fire slow projectiles at you - player should be able to dash as well?
@timberdev3 жыл бұрын
Thank you! I actually already added a dash ability to the player, I just didn't show it in the video. And I also though about different arrow type you could switch between. An exploding arrow is certainly a good idea. And a ranged combat enemy would also fit nicely. Thanks :D
@devlawg7013 жыл бұрын
@@timberdev awesome. cannot wait for the next devlog!
@mer47453 жыл бұрын
Love the video! Super underrated for it's quality, and the game looks amazing too. I'm a big fan of the style of it. Keep up the great work! 👍
@PabloGamedev3 жыл бұрын
Really nice work man, you have a really good taste for colors!
@lyagva3 жыл бұрын
I think animations(on damage or shoot) should br faster. And here is some ideas for enemies: - Homing shooter - Sniper - Shielder (Create a shield field that stops your arrows) - Swarmer (Spawns small enemies) - Frog (I really like frogs) (Jumps at the 3 dimension towards the player and you cant shoot them while they jump). Please add frog.
@urcitenetom50173 жыл бұрын
frogs are devils, in noita ( rogue-like )
@lyagva3 жыл бұрын
@@urcitenetom5017 Yes, but FROGS ARE COOL.
@urcitenetom50173 жыл бұрын
@@lyagva yeah, but immortal killing machines
@drchocolate67063 жыл бұрын
I really like this concept, keep going!! A recommendation is to have a indicator for the player to see when need to press to get a crit, and the indicator could grow with items or something
@veryhungryprogrammer36203 жыл бұрын
Maybe a magnetic enemy? They could either be tanky and pull arrows towards them or weak but pulls you towards them. Either way looks cool and I think there's a big lack of bow and arrow games out there so I wish you good luck as roguelikes are so hard to make.
@selagia3 жыл бұрын
I love the graphics. Some sort of enemy that summons minions and spawns several of those minions when it dies would be cool. Looking forward to further development ;)
@a1x45h3 жыл бұрын
Holy shit I thought someone else was voicing the earlier videos in this channel. But it's you! Your voice aged like 5 years in the last 12 months.
@kobiquintana49873 жыл бұрын
wow game looks cool. I like the art style. Great work so far
@artsurock3 жыл бұрын
Nice and satisfying gameplay, I really like bow animation, keep it up!
@DanPos3 жыл бұрын
Great video! Looking forward to tracking your progress :) I love the input system, I recently put out a twin stick shooter controller using it and it makes it a dream!
@cecillewolters19953 жыл бұрын
Enemy idea: A somewhat slow blob that is immune to your arrows, but other enemies do damage it. So you have to use your enemies to kill this blob, before it kills you, giving somewhat of a added strategy to the game.
@tuvshinbayarmandakh70353 жыл бұрын
You are the most underrated youtuber I've ever seen.
@randomdud5813 жыл бұрын
Very awesome game. I wish i could make one like this!
@mohamedtaki87483 жыл бұрын
You're so talented, keep up the great work !
@nivmiz03 жыл бұрын
Great work, looking forward to seeing more progress on this game, it seems awesome!
@kuwertzel89383 жыл бұрын
Awesome progress so far! Even though I personally don't enjoy rougelike games (except for the procedually genererated maps) I'm quite thrilled too follow the process of making this game :)
@graphic_mistake3733 жыл бұрын
this game looks amazing so far tho I feel there should be some type of visual indicator to showcase when crits are possible I love everything else here tho and I cant wait to see what you do with this
@naternaterspaceinvader82173 жыл бұрын
I like the bow and arrow synch with the intro music lmao
@radio56373 жыл бұрын
Here's my enemy idea: a slow tank that has a short, ranged attack with more damage then the red enemies but less then the blues. And maybe it should be yellow-brownish
@inserthandsomefacehere94012 жыл бұрын
Looks so good with the art style
@mrlucky9743 жыл бұрын
Enemy concept : green chonky boi It was a very good video, and I want to see more!
@gera84283 жыл бұрын
Would love to see tutorial videos about how you did animation with codes
@jacobnoelle84283 жыл бұрын
An Enemy with an AoE sweep Attack would be cool to attack and an enemy with a front shield that act like a wall. Keep up the cool work (:
@ironbytes3 жыл бұрын
Hey, I just stumbled upon your channel and I have to say I love the simplistic art
@Hollowdude15 Жыл бұрын
This video was so awesome to watch today and making a game is so cool :]
@sealedtugboat99653 жыл бұрын
Maybe some kind of combo system with the critical arrows where if you land consecutive crit shots it slightly increases the crit window, increases the crit damage and has a cool effect.
@icoso3 жыл бұрын
Awesome stuff! Looking forward to the final product! :D
@arthuruiugamesbr97773 жыл бұрын
I believe that an enemy that shoots a destructible projectile that when lands somewhere or is detroyed by an arrow explodes dealing damage to all enemies and players.would be interesting idea because the player could use the enemy for his advantage and would try to avoid killing it.
@Developer_rapfa3 жыл бұрын
hi great work, suggesting new enemy: 1) make an enemy with deathratle, after the enemy died , just make 2 smaller enemies, or explode , or slow the player if the player was in specefic range , 2) make an enemy which has shield around it, first player has to break the shield then the enemy is valurnable
@werdestconch233 жыл бұрын
First of all the art looks amazing for this type of game and you should really keep it. Second of all you could add an enemies that when "killed" makes more and more tinnier versions of said enemy, but the tinnier version are faster and hit harder. You should add a mall swarm of this enemies so that the person could be over run if they're not careful (The enemy would look nice with a green color). And you could always add an enemy that shoots like spit or acid or even breaks it's mandibles to shot at the player. Either way, the game looks dope and i hope you can keep working on it.
@pocketlint41823 жыл бұрын
Looks super cool and the actual video was really well put together. That's a sub from me :D
@Obsides3 жыл бұрын
Literally every game dev: "im gonna do this" "but it was harder than i expected"
@greenKac3 жыл бұрын
Enemy idea : A enemy that leave mines behind him
@aashirisrar3 жыл бұрын
Man, the game looks awesome! Keep up the good work! :)
@komakaze13 жыл бұрын
Enemy idea: An enemy that is slow, has a slow rate of turn, but has a front facing shield that can deflect your arrows.
@raddelydackelydack2 жыл бұрын
I think that an enemy that has a shield that can bounce arrows in front of it would be cool and for balancing the rnemy would have very low hp and turns around very slowly so you can get behind it
@GenaroDev3 жыл бұрын
enemy idea: static enemy , can't move but shoots a blob/portal/area that slows you for a little
@Aques_Aquir3 жыл бұрын
Looks alot like ape out! (Not in a bad way)
@eboatwright_3 жыл бұрын
This is super cool! I love the graphics!
@sevenrps2 жыл бұрын
I FINALLY FOUND SOMEONE WHO KNOWS WHAT BLAZING BEAKS IS IM SUBSCRIBING
@teardropinc53723 жыл бұрын
I think it would be pretty cool if you make an afterimage to the dash for the blue boi.
@Tholuc983 жыл бұрын
u could make an enemy interpolating where u will go and chase that point. So that not all enemies just chase u in a similar way
@Shovel________________3 жыл бұрын
maybe a somewhat tanky enemy based around attack speed and damage over time. it would deal overall low damage per attack but if it gets in range it attacks very quickly and has a chance to poison you and slowly deal damage over time
@botronas6039 Жыл бұрын
Blazing beaks mentioned 👍
@charithnirmal58233 жыл бұрын
You can use tweening library to achieve shrink enemy animation... good luck on your game
@Moonz973 жыл бұрын
Love the idea. Looking forward for more!
@fartfish18803 жыл бұрын
The game looks great! Have you considered adding a small window of time where the arrow looks slightly larger on the bow so that that player knows that's when they'd get a crit?
@desawwww3 жыл бұрын
Great editing and game 🙌🏼
@tatsuo27043 жыл бұрын
i think if you're going to have a perfectly timed shot doing more damage there should be some sort of indicator, like a subtle flash otherwise players would just be guessing
@lyagva3 жыл бұрын
And maybe some anagliph post processing with fish eye. I'll be really cool.
@cloudtender88133 жыл бұрын
The intro looked like you made The roguelike Rythm based to the music
@yanchungcheung80533 жыл бұрын
a enemy that jumps to air a cast a shadow to tell the player where would it drop
@firestorm_20483 жыл бұрын
I had an idea for an invisible enemy that you can only see it when you get close enough edit: I also had an idea for an enemy that can only be hit in certain areas
@khaledtribes2 жыл бұрын
God I love devlogs
@unityalexdev3 жыл бұрын
Would love to see the video on how you make this kind of graphics
@MAInk-qs5pb3 жыл бұрын
I know this is out of the blue and a weird idea but how about you have an enemy where it's super big you deal half damage it explodes and that the expression gives you damage and then there are little smaller versions of it with a lot faster but deal lot less damage and they can have different colors so you know oh this one has this power
@timberdev3 жыл бұрын
Thanks, that's an interesting idea!
@artemvoituk17373 жыл бұрын
Enemy idea: Name:Umbra An enemy that has a bow like the player that can be interupted by damaging it and it has a dash on a cooldown
@wolfzeee8233 жыл бұрын
Yoo this looks sick
@gamemythYT Жыл бұрын
Why doesn't this have more views?! You gotta advertise your stuff somewhere!
@siavashaliyari85673 жыл бұрын
lean tween or any other tweening library will make making animations way easier
@enricomoras41703 жыл бұрын
A enemy that plants mines on its path. this way you will need to kill it before it fills the area with mines.
@DakotaVaughan3 жыл бұрын
This is pretty awesome
@JoshCRE8S3 жыл бұрын
dat thumbnail has addictives in it
@LuxrayLloyd Жыл бұрын
Wow, you're a pretty smart programmer!!
@papasalvo3 жыл бұрын
I like the idea of a skill shot that makes ur arrow more powerful but Dont know I agree with its implementation here. So here's the thing most people who have played video games for awhile are conditioned to think that projectile based weapons with a charge up fire their most powerful shot at the end of the charge. Becuase it is a risk/reward system. So no one would ever think the way to get a critical shot would be firing when it's half full. On top of that lets be honest here most Rougelikes will get REALLY REALLY hectic the further you go in the game and its going to be neigh impossible to stare at that bar the entire time for every shot in order to time a critical. What I propose is a slight pivot. I've been playing alot of Hades recently and in that game they have a bow that has a critcal shot mechanic as well. The way it works there is that you charge the bow then at the moment you can do a critical a particle effect happens notifying the player when to shoot. Its easy to see in the heat of a fight and doesnt slow down the action. It also doesnt proc until the bow is fully charged with a slight amount of coyote time built in to allow the player to see and release for the shot. I propose u change it to be at the bows full charge with a built in 135ms (Average reaction speed for most people) of coyote time. Add in the effect of your character growing larger and a slight particle effect.
@timberdev3 жыл бұрын
That is a very good and helpful idea. I agree that you should only be able to crit when or after the bow is charged fully. And I also wanted to make a clear visual effect to show the timing. Thanks a lot!
@papasalvo3 жыл бұрын
@@timberdev i just thought of a really funny item u can use in the game. Again I play a lot of hades and my favorite boosts come from the character Chaos. The reason being is that his boosts are really strong BUT they come with a downside that u have to deal with for a few rooms before the bonus activates. I think its fun and interesting to have a bonus like that. I'd suggest a bonus that will shrink your crit arrows down so u can't do as much crit damage but the more crits you land the bigger it will get over time till its like absurdly large but if you take damage it decreases in size again. If you're really good this item will be OP and hilarious to use and detrimental to a good run. If your ok at the game its still fun and useful
@timberdev3 жыл бұрын
@@papasalvo Yeah thats quite cool! I will keep it in mind until I add upgrades :D
@aliburney40723 жыл бұрын
what about an enemy that can alter the trajectory of your arrows. so instead of going straight it curves around that enemy. that way players have to prioritize these guys otherwise they cant hit anything. they'd likely have cooldowns so they cant constantly alter where the arrow goes.
@frederickfreund19573 жыл бұрын
Nice quality!
@StaredownGames3 жыл бұрын
This is cool! My enemy idea is simply one that deflects the arrow back at you. Maybe he catches it, spins around and throws it back at you. How do you end him? lol
@nilpunch23 жыл бұрын
Good looking, but i have some coding advices. Firstly, inheritance and god base class is bad idea for reusability. Decompose your base class to many small separate modules, such as Health, Moving, Attack etc. and use composition to make complicated things from small and simple components. Also, in code you use something called State Machine. And your realisation is not extensible neither reusable. There some good practice: replace conditional with polymorphism. Make your states from abstraction, and State Machine as separate module (decompose everything you can) And you can use DOTween instead of yours "smooth value" thing. This is not critical, just an option
@timberdev3 жыл бұрын
Thanks for the advice! I will have to do some research for some things you said. But the thing about Decomposing classes, I now split my Character script into a Component that manages Health and one that manages Movement. Would you recommend that instead of inheriting enemy and player scripts from the character base class, they are completely separate?
@nilpunch23 жыл бұрын
@@timberdev Actually, the problem is way harder then it looks. Let's take Health class for simple example. In clean OOP there no things such as HealthManager, ManageableHealth or something similar. Health is not something, that manage health of your Player or other things. Health is actually representing the health itself. Health, for example, can have some Value property, can TakeDamage() or maybe can TakeHeal(), and health can notify outer world if its changed through events (we can easily display changes in Health with UI). Now, Health is really strongly decoupled from other classes. Health is just health, and not responsible for collision handling, not responsible for health regeneration per time logic and other stuff. Now other classes can interact with our Health by its methods, and we can connect other classes to our Health by directly passing Health to them with methods like Init() or through SerializeFields (if it MonoBehaviour derived class) or through constructor, if classes are dependent on Health, and connecting through events, if other classes is not depended on Health, but we are need to make them interacting (for example, one class handling collision with arrows and sending events when collision happend, other third class (they are called presenters or mediators) handle this event and transmitting them to Health method TakeDamage(), changing its value). This way, components are not connected directly and can be used in many different places. The place where all separate components connecting programmers called Composition Root. Your Player and Enemy classes in ideal would be Composition Root's, were all components composed, and don't contains any logic, just injecting dependencies and binding presenters. DI (dependency ijection) is base of any clean architecture, and DI is not DI containers, DI containers are not necessary at all (if you will deep dive into this topic). I tell you about so many hard things with my poor english, sorry for that. The topic is soo huge, I hope that at least a little of what I said will be useful or interesting
@timberdev3 жыл бұрын
@@nilpunch2 I understand. I think I have a system similar to what you said. My Character class only contains health and has functions for taking damage and healing health. But it also handles stuff like death and everything that goes with that, like death effects. Maybe it is a good idea to split the health and character classes and just give the character a reference to the health.
@nilpunch23 жыл бұрын
@@timberdev You can actually incapsulate death state into Health with specification like bool Dead => Value == 0; or into Player or Enemy class with bool Dead => _health.Value == 0; It is not influence Health behaviour itself, it is just contract that relies on Health state. Usually this is good thing to keep some contracts in your code. With Health the contract can be "Value cannot be less then zero", and for Player "If Health is Zero, then i am dead". You can represent Death as separate class, that dependent on Health, or incapsualte this into Player or Health itself. This way you can extract some IHealth interface, that can provide some methods and properties of health, and decorate your Health with Armour, RevivingOnDeath or some similar stuff in roguelike style. This is one way to go about it, there many more. But keep it simple. I would like to see what you come up with. Your code is not bad at all :) Keep going and keep in mind some basic SOLID and DRY principles