Boss design is important, as bosses are often blocking you from moving forward. Any sort of puzzle you have to tackle in order to continue in a game and any critical path thing have to be non-frustrating. A boss that can kill you in a few seconds, an enemy that is immune to your attacks for no reason, a puzzle without a simple way to beat, if these things are mandatory, they have to be non-frustrating.

They can be tough and challenging, bosses can have tons of hp and deal high damage, but if you can dodge their attacks and if you can see when you're damaging them, it's not as bad as if they had less HP but you didn't know if you hit them. All of 100RTBD aims to be like that, challenging but not frustrating. 

Time spent on the project so far: 377 hours

Currently working on: Moving on with the story

Posted
AuthorJérémie Tessier