Hello y’all! I am trying to give the final polishing to this boss fight I am developing.
This is gonna be part of a bigger project, and I can not wait to be able to work on new content.
I am looking for all sort of improvements, namely in modeling / building, SFX, VFX, controls and overall design. The current UI and lobby are being remade, as of the time of posting this.
This boss fight has support for PC, Mobile and Console. Here is the game link, if you have the availability to play it. If not, below is a video of some gameplay. I hope you enjoy!
It looks amazing! Good job! Though, I would sugget maybe making it more daring? As of right now it seems that the boss is quite easily dodgeable which is kind of boring don’t you think? I would suggest making its attacks harder and decreasing its health.
Regarding the mentioned difficulty, it is in a bit of a weird spot actually! On one side, we tried to design this boss as a sort of “starter” enemy, thus making it a bit telegraphed for the player to dodge. On the other hand, a lot of players I randomly invited still have a lot of difficulty dodging the attacks.
Oh it’s a starter boss fight… okayyy. Yeah but then you could just decrease the health a lot and make it faster by just a tiny bit like 25%?
Skill issue. (Joking, it’s fair it would be hard, I myself probably couldn’t kill the boss.)
Also random suggestion about the gui:
This:
Feels too off from the rest of the buttons. Try making it smaller as well as making it match the other buttons. Also try adding some padding around the image because it seems way too close to the border.
I would also suggest adding a pulse effect when one of the power ups coolsdown which would help better indicate that the power is useable again!
Overall the boss fight seems well put togheter. One thing I would suggest tho is adding some type of effects between the Health Transition (Yellow → Red). Right now it’s instant and boring.
Do you have any suggestion on what this transition could be? I thought perhaps the fight could pause and play a cutscene where it roars and changes the color like that.
A cutscene would be possible or just the camera shaking a bit and some vfx around the head and arms. Make the color do a transition aswell btw instead of just instant yellow → red
I think overall this is a pretty well-made PvE, but it’s missing some of that Game Feel
I know that some text already shows you how much damage you’re dealing to the boss, but maybe consider adding some particles of blood or a stagger animation to enhance the impact. You could also introduce dynamic camera shakes, sound effects (if there are none already), and special visual effects when the boss takes significant damage to make the encounters more intense and immersive.
I remember watching Dani’s devlog on “Karlson” and seeing him add cinematic black bars. You could do that.
Tweening the color is the challenging part. These are textures within a MeshPart, I am not using a BodyColor instance. Will see what I can do… Thank you for the input!
Yo! Thanks for sharing. I will need a bit of clarification here as VFX is not what I usually work with.
Is there any chance you could provide some examples off the top of your head for those features you mentioned? In regards to Dynamic Camera Shakes, I added some to the game. They are, however, distance based, so perhaps you couldn’t really feel its impact. Perhaps I should make it ignore distance? Not sure. I’m really looking forward to your input in regards to this topic.
Do you mean for the boss’s entrance? That is all I could find in said devlogs. It probably wouldn’t make much sense to block visibility to the players during gameplay, anyways…
Yeah I also thought that the boss had a bit too much health, for a starter boss it seems like a good idea but because the moves are pretty telegraphed and the boss has a lot of health, it feels a bit boring after a minute or two although I haven’t played it myself.
I also think the boss could use an alternative to the move that kinda looks like a body slam where he jumps into the air and then comes down. Maybe he jumps into the air, comes down and lands on his feet, and then goes back up into the air and then does a body slam with a bigger radius. Not sure if this will be too much for a starter boss but yeah.
A two player team is really good honestly. Atleast better than me. I am also working on a game but due to lack of intelligence in my friend group I am alone. Anyways.
I agree with this. I will test it out though so I can better suggest solutions to make the game better.
Not a body slam but it just jumping twice or thrice in a row could be fun.
Thanks for the input regarding the length of the fight. Correct me if I am wrong but the both of you mentioned you did not play, right? Would it be fine if any of you could hop into the game and time how much it takes you to defeat the boss? I personally think a 1:30 boss fight is alright, so I may reduce the HP to make it that way, but I also need the lenses of new players.
With this aside, could you perhaps mean that it is a bit boring to watch as a 3rd party?
I did play the game, like a while ago. And it wasn’t that easy… maybe it’s because I haven’t played such games in… a loooong time tbh? But, I guess it’s boring as a third person.
I suppose one way could be to add more effects to the boss battle? Maybe thy could spice up the experience greatly. Some effects you could do are:
Increasing projectile speeds, adding better explosion vfx, adding better… flying noobs? Adding better animations, adding a swing attack for the boss which it would use often and would stun the player but won’t deal much damage. Also, make the bosses health lower.