If too many monsters do basically the same thing. KDiZD's a good example; I'd say it had too many monsters because it had five varieties "I throw projectile at you" Imps (Imp, Soul Harvester and the three Dark Imp variants. Shadow, I think, was different enough, but that could be considered a sixth). It also had four melee-only meat-shield type monsters (Demon, Blood Demon, Satyr, Stone Imp. At least the Mauler Demon could charge).4thcharacter wrote:Are too much enemy types in some mod a bad thing and would feel like it's suffering from some feature bloat?
Sometimes this kind of redundancy can work. I wrote an article on this a while back with my thoughts on this. Basically, put some thought into what each monster is really supposed to do, and I think it can work.