Making a Boss Part 2
Heya folks, I've been busy.
Last Time I showed off the art for the boss character The Warning Sign, and today I've finished up the core mechanics and rest of the art.
Lets start with the reason you make a game - the gameplay.
I Added a mechanic called "Mutation":
Mutation allows a character to perform a normally locked move which is way more powerful than normal attacks, the trade off for the user is of course skipping a turn and the risk of being broken out of it. to make sure it's not a complete waste, the move will usually add some kind of buff or other effect to be at least somewhat useful.
The Mutated state can be broken if the character takes damage, the likelihood of breakage is higher with higher-damage moves, but it's possible with every move, to avoid "unwinnable" scenarios. The goal is to make the player choose their priorities/targets - in the first clip, we see the first attack getting lucky, and breaking The Warning Sign's mutation. In the second clip, the luck isn't so good, so the player has to use the next turn to break the mutation instead of burning down the health of another enemy. After the mutation is broken, the behavior reverts to normal, as seen in clip 3. In the final clip we see what happens when you don't break the mutation, and prioritize another risk like finishing off a weak enemy.
The boss design for The Warning Sign was to create boss that focuses on conceding priority - Helping Hands deal high damage single target attacks, beating them up first leads to a source of damage going away. However, The Warning Sign debuffs you and threatens to deal huge damage to you if you ignore it, and reducing its Health low enough causes it to cannibalize itself for healing, for better or for worse.
Finally, here's the art for the boss' attacks:
Sputum Spray:
Blockage:
Brachial Bash:
Nail Gun:
Hand Cannon:
The Hand That Feeds (Concept):
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Siphonogore
A roguelike, turn-based combat RPG with CYOA elements and a body-horror aesthetic
Status | In development |
Author | SurfaceToAsh |
Genre | Strategy, Interactive Fiction |
Tags | body-horror, Roguelike, Singleplayer, siphonogore, Turn-Based Combat |
More posts
- Playtest is out!Jul 04, 2024
- On Mice and CookiesMay 16, 2024
- Playtest Update #2 (late AF edition)May 07, 2024
- Pre-Playtest Update #1Mar 24, 2024
- Siphonogore is now on Steam!Feb 13, 2024
- New Years Update Part 2: The Main menu/IntroJan 07, 2024
- New Years Update Part 1: Steam ArtJan 06, 2024
- Continuing Polish and Prepping for SteamDec 09, 2023
- New Effects, Moves, and MechanicsNov 26, 2023
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