CONTROL SYSTEM
In the battle, the player has limited actions at their disposal, only able to jump and attack. I aimed to recreate the most basic form of combat, where the primary focus is on dodging enemy attacks and finding the right moments to counter.
BOSS DESIGN
To provide players with a variety of attack patterns, I designed three different attack methods for the boss: regular attacks, long-range attacks, and underground attacks. I also included a special move for the boss.
Animation flow map
Boss's logic map
BOSS ABILITY DESIGN
Ultimate
The enemy's special move is only triggered when the enemy's health drops to 30% or at the beginning of the battle. Initially, players may struggle to dodge it, but as they become familiar with the enemy's special move, they can seize the opportunity to attack the enemy
Smash
The enemy's standard attack involves a downward strike, requiring players to move away from the enemy. This is a method to slow down the player's attack rhythm and encourage distancing from the enemy.
Wave
The enemy's long-range attack requires players to jump to dodge. This is to prevent players from staying too far away from the enemy and to encourage the use of the jumping action.
Transform. Position
The enemy's pursuit action is designed to prevent players from cornering the enemy while also preventing players from getting stuck on one side of the room. This skill is triggered when players run to one side of the room.
Second Phase
When the enemy's health drops to 30%, it enters the second phase. In the second phase, the enemy's skills remain the same, but the range and the player's required reaction time for those skills increase. Players will need to be more accurate in avoiding these attacks.
Before Attack
To ensure players can see the enemy's attack, the enemy's eyes light up before each attack, and each skill has a distinct opening move.