boss fights/battles

Created: Jul 28, 2022Published: Mar 28, 2023Last modified: Apr 20, 2023
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Boss Fights are the essential video game climax.

Everything you've been working to accomplish is made or broken by the boss fight.

A true moment of truth for the player and the game designer.

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Maybe a common locale for boss battles.

A thunderdome always adds some grease and dirt to the world building.

Feels boss battle -y.

Inspired by NaNoWriMo's "magna carta"s, this is a list of things in games that I've liked.

They are here as inspiration, motivation, and as a tribute. I hope to borrow/steal/remix/create with this, to give my own games a bit of the joy these brought me.

These should help step towards the principles I care about in games. What themes are threaded through all these?

See also:

Games, especially dungeon crawlers, lend themselves to talking about Rooms.

Rooms have treasures, keys, locked doors, enemies, bosses, etc.

Rooms have puzzles, shapes.

Rooms have look and feel, weather, traps.

All kinds of fun!

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hotel (dino plugin) for room management. hotel themes for composable room decoration.

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leaf runner (dino game) and its runner-room api.

A Dino game.

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I landed on 'HatBot' to name the entry for the Metroidvania Month (jam) 19.

Named after the main character, who runs around in a floppy mad hatter hat.

Also called: mvania19 (dino game) for the first half of the jam.

Something about that game that only the devs know - maybe it's a tool they use to test things that was left in just for fun.

hatbot used dev secrets as rewards for winning the boss battles.

What do you get for beating a game? Personal satisfaction? Relief for getting to check another box?

Within a game, why beat this boss? Some mechanic as a reward? Or maybe a dev secret?

A genre I've not identified for myself until recently, but that I'm now seeing is at the core of it all!

I suppose you could instead say Roguelike.