I think the most important thing you didn't mention is telegraphing. Every great boss clearly telegraphs which attack he's about to do before he does it. Cuphead is a great example
@KevynTheJar2 жыл бұрын
Good point! Learning boss telegraphs and quickly reacting to them is often what makes boss fights most fun for me. I've already been working on adding this my boss fight, like with the red columns of light that appear before some attacks.
@doctorwhouse3881 Жыл бұрын
You can do away with telegraphing in some games or even with some attacks, but it's a balancing act: on one hand it can keep things more frantic and reactive, on the other the fight could feel unfair or even luck based (even when it isn't). A certain level of (easily observable, no casual player should be counting frames or memorizing a seven node graph) consistency helps there, and certainly NOT for things that require very specific actions to dodge.
@Mr_Motatoe Жыл бұрын
I'm currently about to delve into the once terrifying task of creating a boss fight. Ur explanation really helped with breaking it down and demystifying it thanks!
@ПашаАлєксандров Жыл бұрын
It's one of the best game design videos I've ever watched
@orisfamaemon Жыл бұрын
"Wishlist now or I will add NFTs into this game" that is FAR more terrifying and yet simultaneously comforting than you can imagine. Have a wish-list.
@RoleyVideos2 жыл бұрын
The artwork looks cool. Well done.
@ferociousgames41962 жыл бұрын
It looks really good! The boss has a lot of attacks which may be hard to master especially if the boss is semi difficult to find during a run. I usually feel like 3-4 attacks are a sweet spot especially when you have an enraged phase that makes him harder near death.
@KevynTheJar2 жыл бұрын
Yeah, it only takes a few good attack patterns to make a really engaging boss. And if there are only a few, the player can memorize them more easily and focus on the execution of dodging them.
@MrDrBoi2 жыл бұрын
Definitely looking forward to trying this boss! I'm curious what the process was like to decide how much damage each attack should do, because that always feels like the difference maker between a move/boss feeling cheap or too hard/easy.
@KevynTheJar2 жыл бұрын
Yeah that's definitely another important factor to consider. So far most attacks deal one heart or half a heart's worth of damage, and the difficulty feels pretty balanced. But I've also mostly been fighting him without any upgrades (and on a keyboard lol). I've been basing it off of what I think the player is likely to get hit by the most. So an energy blast is less punishing than his lunge attack, which is easier to dodge and has more of a tell.
@zachariusd64732 жыл бұрын
It would be fun to make a ridiculously easy boss, just to make it seem like it was badly made then crush the hopes of the player by making a super hard boss at the end of the game
@artwork-studios Жыл бұрын
@@zachariusd6473maybe I'll make it 😅
@Robyn_Again2 жыл бұрын
Just discovered your channel, and just wanna say you're art and gameplay look really nice! 💜
@awakenedshrub16022 жыл бұрын
your boss design is amazing, I love it, keep up the amazing work!!!
@Ahbee_games Жыл бұрын
Very insightful video , I designed my first boss last month, but didnt take state machine into consideration, just using timers for now for different moves. It seems like the answer to a make something much more streamlined and robust, will have to redesign using it. Thank you for sharing :D
@FiddlerSi09 Жыл бұрын
I wishlisted the game. I love the idea for this game!
@darkspace45302 жыл бұрын
Games looking awesome so far, one suggestion I have after watching though the devlogs is making the forest dungeon, feel more foresty, maybe add some big roots in the background or something, just to help it stand out!
@KevynTheJar2 жыл бұрын
Good idea! The dungeon does look a little too clean- may take some inspiration from OoT's forest temple
@mpmedia67352 жыл бұрын
Great video always looking to find more content on developing boss videos
@untilisee2 жыл бұрын
I had the same problem: many years of making games and no bosses at all. After your video I'm going to change it. Thanks)
@devzindie2 жыл бұрын
Great insight my dude! Thank you for the amazing content!
@viniciusschadeck4992 Жыл бұрын
this boos fight looks solid rock!!! NEAT... i will check more content for you, and not guarantee but maybe i put the game on my wise list
@eboatwright_2 жыл бұрын
Looking great! :D
@SUPREMOFERAH2 жыл бұрын
Cara, que jogo incrível, parabéns pelo trabalho!!!
@matiturock Жыл бұрын
that door at the bottom of the level causes distractions
@KevynTheJar Жыл бұрын
Fair point, I'll be dimming the exit door during the boss fight in the next version!
@balgrimesart5642 жыл бұрын
added to wishlist, gonna keep an eye on the project :)
@Kyjor_2 жыл бұрын
Nice work!
@jacktherabbit22382 жыл бұрын
I had a similar lesson with mega man, but you did give me a new perspective on attacks
@Icyrice2 жыл бұрын
amazing !
@Tholuc982 жыл бұрын
awesome rundown ^^
@BrainDeadXX Жыл бұрын
Cool boss, i like it 👌
@unkerror88192 жыл бұрын
This game gives me Nostalgia cuz of the zelda theme looking forward to play it.
@delayedits12392 жыл бұрын
fire video
@vosovoso52202 жыл бұрын
clean!
@mrelgo2 жыл бұрын
I love bomberman music, fits well
@Supersonic6427 Жыл бұрын
Old video but I was recommended this. I'm currently working on writing some bosses that I want in a game that I'd want to be making (I lack the coding experience, but I have spent almost 2 years making music, writing lore, game mechanics, etc), and I was wondering what is a good number of moves for a boss, and how do you know if a boss has enough variety to feel unique and/or engaging? (Not that this should mean anything, but I'm making a fast-paced 2D platformer, so I'm taking inspiration from fast-paced 2D games) I know this is subjective, but I'd still like to have a good idea on what's considered a boss having variety in their moveset. I don't want to make a boss that has a lot of moves but lacks variety or vice versa; a boss with a lot of variety not enough moves. I don't want to give my bosses a million moves; I think 2-5 moves might be what I like. Like, what counts as a boss having variety? Say I made a boss that uses a sword and had 3 main attacks. If all the attacks consisted of just melee attacks, would that be considered a lack of variety due to the boss only using melee attacks, or would it work if each of the melee attacks were distinct from each other? (Tbh, I understand stuff very well if I can actually see it in action, so if you could, some video examples of good and bad bosses in terms of variety would be nice as it'd help me get a much better explanation than words alone. I'm a "show, don't tell" and "I'll believe it when I see it" person)
@KevynTheJar Жыл бұрын
I think the fact that you're putting so much thought into this is a good sign! There are no hard fast rules but I think around 3-5 is a good sweet spot. Two sounds like too few. I think it's fine to have all attacks be melee based. Probably the best way to go is to start with simple prototypes and alternate between playtesting and adjusting until it feels right. It's almost impossible to plan everything out and then code it and have it be perfect without lots of revising :) I'd also recommend just picking some boss fights you enjoy and trying to understand what you like about them. For me it was hollow knight and MegaMan X bosses but it will depend on your taste and the inspirations for your game. Best of luck!
@Supersonic6427 Жыл бұрын
@@KevynTheJar Definitely did not think you'd respond, but thanks! I've actually been taking some inspiration and "notes" from bosses from the Mega Man games too (Especially MMX), but yeah these are good tips.
@BlackKatto Жыл бұрын
I really like the artstyle in this game 1:22 and i would live to know the name
@KevynTheJar Жыл бұрын
Grapple Dog
@naruto40kiba30 Жыл бұрын
Is there a good tutorial script for the boss teleporting I suck with bosses😭
@tuhinbiswas982 жыл бұрын
what tool you use for make game??
@KevynTheJar2 жыл бұрын
Game Maker Studio 2!
@RealPieDaddy Жыл бұрын
Maybe change the color of the Homing projectile! So the player knows to expect something other than the non-homing projectile 😃
@KevynTheJar Жыл бұрын
Good point!
@playboyy212 жыл бұрын
Whats that game on 1:23
@KevynTheJar2 жыл бұрын
Grapple Dog!
@kainushia10739 ай бұрын
Sir i recently came accross your video while trying to find how to make a good boss in unreal engine. Would you please make a tutorial on how to the boss in your video for 2D game in unreal. I am new to unreal so having a bit of a curve to find these tutorials. So would help out a lot. Thank you.
@Jtatumlover02 жыл бұрын
Yes finally
@GarringstonTheThird2 жыл бұрын
Hello, I’m currently working on an indie game myself, it’s still very early in development and I just would like to ask for some good ideas on making bosses for a game. My game is like a Donkey Kong/Hollow Knight hybrid game, (where it has different worlds and levels and at the end of the worlds are bosses)
@Zane_2029 Жыл бұрын
Planning on making a game myself and I'm also drawing some inspiration from Hollow Knight, So this is interesting to watch. you've got yourself a sub from me
@artwork-studios Жыл бұрын
Im using gdevelop and i wanna ask if its good
@crazzykai2 жыл бұрын
0:27 wishlisted itmeadiataly no game dezerves that fate
@legiongames24002 жыл бұрын
subbed after you threatened to put nfts in. please don't
@Shrimpyyysss2 жыл бұрын
oh god no not nfts what do you want me to do just for you to not add nfts
@Tbjbu22 жыл бұрын
NFT fan here Not wishlisting
@incrementalstudios35732 жыл бұрын
I'll wishlist, I'll wishlist, just please! Don't add NFTs! My face before he mentions NFTs: :| My face after: :0 >:(
@Camdennnn2 жыл бұрын
I agree that umu is one of the worst hollow knight boss fights but they did kind of fix the waiting part in the pantheon version (though I hate that fight even more)
@computercrazies2 жыл бұрын
Sometimes it is worth it to buy art assets for your game. In fact dare I say around 2 hours with pixelart and shading tutorials should have helped tremendously. I would not release a game with this art and depend on the audience to declare it a "minimal" art style. Your game would gather 3 x the audience with a simple 20 dollars spent on art, fact.
@wafa6377 Жыл бұрын
i agree visuals are very important
@Justin-mv1hd2 жыл бұрын
Hi
@mmm.walmart Жыл бұрын
I don't think steamis the right choice yet. Don't get me wrong, you should, but later. I don't think you are big enough to have a successful game.
@sekaihokai2 жыл бұрын
OMG PLEASE NEVER DO SUCH LONG INTRO AGAIN. Great video though.