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Need help with boss ideas

Started by September 25, 2014 04:02 PM
5 comments, last by Orymus3 10 years, 3 months ago

Hi there,

I'm working on a 2.5D platformer, where you play as a fighter trying to bring down huge monsters. Basically, each level is a single boss fight that lasts through the entire level. If you've ever heard of "Shadow of the colossus" - you know what I'm talking about.

BUT

Unlike "Shadow of the colossus" the main attraction of the game is the fact that each boss will be different. In "Shadow of the colossus" the goals were pretty much the same - climb the boss, find his weak spot - and stab it until he drops. I'm trying to create a game where each boss is different and unique, and the process of fighting him is different.

And I need help with boss ideas.

I have 2 examples of bosses I thought of, but I hope you guys can give me some better ideas:

1. Boss 1 will be a huge tall creature. The entire level will be the player's effort to actually climb the boss and reach his head (his weak-spot). All the while, the boss will try to shake him off, while destroying some of the platforms the players is using to jump.

2. Boss 2 will be a huge create - but a round one, and his head will be in the center. While the player tried to climb the boss and reach the center, the boss will rotate from time to time (90, 180, 270 or even 360 degrees). When he does - the player will need to survive the rotation, and climb a completely different path to the top (which may change again any time).

So, think outside the box,and if you have any ideas - I'm waiting eagerly to hear them.

Thanks,

-Shay

Make a beautiful Medusa where getting in her line of sight (looking in her eyes) temporarily turns you to stone. It's also hard to "kill" someone beautiful, which adds to the difficulty.
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A small but very fast boss that moves in a pattern - the player isn't fast enough to keep up and must figure out the pattern and get ahead of the boss.

A boss that is actually a collection of tiny creatures that join together and separate. While joined together the boss is very dangerous and must be avoided. While separated the creatures are vulnerable, but the player must identify the leader and destroy it to win.

A fire boss who can't be attacked directly but can be lured into or indirectly attacked by manipulating sources of water around the level.

- Jason Astle-Adams

Cool!

All of those ideas are great premises for boss fights. I took the ideas you gave me, and put some thought into it - and I think I got a few more bosses!

Thanks a lot, guys.

But I need more, so if anyone has more ideas - feel free. And be as imaginative as you want to be. For the moment - there are no limits.

Thanks,

-Shay

Cool!

But I need more, so if anyone has more ideas - feel free. And be as imaginative as you want to be. For the moment - there are no limits.

Thanks,

-Shay

- I like when after the game level, it is necessary to solve a logical puzzle, then opens the door to the boss room, or to the next level.

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(c) 2000 by "vvv2".

A boss that (plottwist) eats you and you have to kill it from the inside (or maybe you have to get eaten?)

A boss that is trampling around in some ruins and you have to line up shots on him from certain spots but to get there you have to avoid him seeing you climb there (basically stealth).

A boss that is so tought that after stabbing it, it just runs away... with you still clutching the weapon. So you will have to do some rodeo stuff to wear it down (jump/duck debris, whack on other debris, stab again when it turns rapidly so that you don't fall of)

A boss that can only be seen under certain circumstances (only in moonlight -> cut vines) and that preys on you at certain points (but leaves clues as to where it hides).

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I was always a fan of the "anti-boss" named Dahaka in Prince of Persia.

It is essentially a chase you need to escape and survive from that occurs out of the blue. There's nothing you can do to defeat this enemy, but it gives you a very tangible reason to beat the level more quickly.

You could have one of your levels be just that: platforming segments with/without the presence of such a boss. If you want, you could allow the player to stumble across its weakness at the end.

For example, a giant plan that attacks you with its vines wherever you go (and you need to flawlessly avoid them) up until you find its "heart" and torch it to cinders.

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