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CYBERHUNTER

WHAT I EXPERIMENTED

  • Simpler attack pattern while keeping depth

  • New ways to recognize the incoming attacks​

  • Rewarding aggressiveness and risks

  • ​Different kind of difficulty for a 2nd phase

  • Shotgun to encourage upclose combat

Demo Playthrough

EXPERIMENTS

Pattern

I didn't want the pattern recognition to be the difficult part of the boss so I made it simple. He always does his basic attack, then 1 of the 3 special attacks then back to the basic attack.

Identifying The Attacks

After fighting it multiple times, I wanted the player to be able to easily tell what attack was coming next. Before each attack, the Boss takes a unique pose indicating what attack he's gonna do.

Rewarding The Player

I wanted to reward the player for taking risks. I made it so the Boss can be stunned if he's shot during his special attacks, encouraging the player to attack back instead of dodging.

Difficulty Curve

I added a 2nd phase to the boss so the difficulty increases during the fight. I didn't want to throw away all the knowledge progress the player made, so the boss keeps the same attacks but with a twist.

HOW TO CONTACT ME

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