- Jun 6, 2014
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This thread is for designing boss battles, not just mechanic ideas but discussing what works, what doesn't, and how to make workable ones.This thread "designing boss battles" is about designing mechanics of boss battles. Giving away the answer to a puzzle means its no longer a puzzle. The thread isnt "spoon feeding easy wins" so, no. Kinda isnt the whole point of the topic. Either way usually people design the kind of games theyd like to play so we're just in different camps.
What is your idea?
So when you gave your idea you left it open for people saying if it works or not, why it does not if it doesn't, and give suggestions to fix it if someone thinks they can be.
In fact, if you read the initial posts most people were not even saying much on ideas of things that work, just pointing out things they saw that did not so we can avoid them when doing our own bosses.
And you don't need to give all the answers to the puzzle. But a good puzzle can't hide it in a way the player needs to count numbers and search everywhere for any piece of trivia either.
Even the "put the pieces together in the right place" puzzles have all pieces there for you to see, you just need to find out where each goes, and sometimes there is one or two pieces that are not of that puzzle but all the ones of it are there.
Putting numbers in the pieces so the player just needs to turn them to the back to check if they are right, like my father used to do when I was three so he could help me easier (and I only found out why years later, since I did not know numbers at the time and forgot he did it for years after I did) is spoonfeeding. Having all the pieces in the same box for me to see is just fair.
I already gave some ideas to make this idea of yours work. Namely:
either make mp visible so the player can see the cost of the healing, but that has to be for everything, not just this one boss - putting an mp bar just for this one boss would be spoonfeeding them the answer - and all the time, not just one skill - the player has to go "how did I not notice this", not "how the hell did they expect me to think of using that in this place where I did not have a reason to anywhere else?"
or give the player enough hints previously so they can imagine this is an actual possible path:
humanoid enemies clearly have similar hp and mp to the player, not an inflated number just for lasting a lot or small number to be just a small annoyance to waste resources
enemies can use items that actually are used as consumable items, made clear through things like the thief stealing them actually removing the ability of the enemy using it, meaning they follow the same rules as the player at least most of the time
and letting them see for themselves that this particular healing skill does cost mp (unlike many rpgs where the enemy skills don't really seem to cost anything to them) and is not really cheap either, in my example through a guest party member that had it.