1️⃣ Initial thoughts

There are many existing enemies in the game franchise, so in a hypothetical there would not be a necessity to create a new enemy which would complement the pull mechanic because they already exist, meaning that some of the mob behaviours of previous game would work really well along side the new mechanic, which only benefits the new concept. But given the this concept has not been in any game there is not a enemy which is design with the intend to fully put at test the Pull skills of the players, therefore , the design of the new enemy will focus on utilizing the Pull mechanics as much as possible. Before creating the new mob I would like to depict how some of existing creatures could help to test the new mechanic skills.

👹 Pull mechanic and Existing enemies

There is a huge number of enemies, so I simple filtered some which could easily help with creating interesting challenges:

Note: E stands for “Enemy”

🦇 Squeekly

This bat creature has many subtypes and variations for simplicity I will choose the first and most basic behaviour which work good enough

The entity moves in a constant velocity with linear and simple movement patterns

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Timing is key in this challenge, when to jump in order to avoid  collision with the bat

Timing is key in this challenge, when to jump in order to avoid collision with the bat

Challenge of higher difficulty, players must use the enemy bouncing reaction to arrive to the anchor point.

Challenge of higher difficulty, players must use the enemy bouncing reaction to arrive to the anchor point.

🐍Cling Cobra

They will constantly slither around platforms which players
 can climb onto, and will bite them upon contact.

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Player have to purposely fall and then anchor to re attach to the surface in order to avoid the enemy and not fall

Player have to purposely fall and then anchor to re attach to the surface in order to avoid the enemy and not fall

A complex challenge where player have to take into account rotation, anchor position and the Snake

A complex challenge where player have to take into account rotation, anchor position and the Snake

🌷 Chomp Plants

The regular variant usually try to attack player  standing inside the entity area of action

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