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Game Designer

CYBERHUNTER
WHAT I EXPERIMENTED
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Simpler attack pattern while keeping depth
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New ways to recognize the incoming attacks​
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Rewarding aggressiveness and risks
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​Different kind of difficulty for a 2nd phase
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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.
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