Just wanted to elaborate a bit on the time stop mechanic of the game. So down one branch of the game you gain access to the power to stop time. Which can be pretty overpowered in combat situations. We have a couple of ways to balance out this mechanic.
There are several classes of enemies the Time Lord will throw at you. I'll go over a couple of classes here. If you stop time around them, out of choice or necessity, they will gain health from the energy you give off by stopping time. As they are powered up they will shift form into more vicious versions of themselves.

This is the runner class. It starts with a monster code-named Tentakill. They are easy to kill but can swarm you if left unchecked. If it absorbs enough energy it will turn into the Maggot, which is faster and stronger. The maggot will in turn morph into Must Lust. This floating terror is faster and much stronger than its predecessors.

This is the Turret class. They have been so mutilated by the Time Lord that they can no longer move around. The cyclops has low health, shoots one projectile at a time, and has a slow rate of fire. The second form is code named Lazy Gary. He shoots three projectiles at a time at an increased rate of fire, while also boasting a higher health total. The final form is code-named Sploosh. He has an even higher health total. He also fires a swath of projectiles so large that the only option is to stop time, or find cover quickly.
In The Ambassador there are two separate forces acting against you. The monsters you see above, created by the Time lord and knights and mercenaries sent after you by the King. When you stop time around the Knights they will begin to heal HP quickly, so you have to be careful how much you rely on your time stopping skill.

These are a few different classes of knight. First is a Rapier Knight. It has a low health total but moves quickly, charging toward you and retreating quickly making him hard to hit. The next is the Halberd Knight. He is a more fearsome enemy. Boasting a higher health total, and a larger range. He is slower than the Rapier Knight because of his heavy armor. Last is the Crossbow Knight. He is lightly armored, and very quick as a result. He is also extremely accurate. When fighting one of these you have to be constantly aware of their location and strafe to avoid being hit. If you get too close without killing them, they will retreat rapidly and re-position to attack again.
So there are a few of the Enemy types that will be encountered during our demo which we will hopefully have ready to be released by June 16th. Any feedback on the mechanics or enemy designs are welcome.