Level Counter

Story: 60, Challenge: 0.

Saturday, April 27, 2013

Boss fights? Boss fights.

My dear girlfriend mentioned that 60 levels of straight progressive puzzles can get somewhat repetitive. Others have mentioned this to me before, but she helped come up with a good solution: Boss fights. 

The basic idea is that every 20 levels or so the regular flow of puzzles will be interrupted by a special level that introduces unique mechanics and a greater challenge. These levels will be harder, faster, and more exciting than the usual flow of the game, while still using the core puzzle components introduced until that point. 

Seeing as boss fights are rather challenging, I will most likely add a "skip" button to them, as my main demographic may be a bit too young to handle that level of challenge. I will have to have these levels beta tested by as many people as possible, but I believe they are a great addition to the game. 

So far two of the planned three boss fights have been designed and implemented. the third will be the final level of the game and as such requires more time to plan and execute (your ideas are always welcome). 

These snapshots demonstrate the first two bosses, both of them keep the Pachinguys from reaching their goal in some way, and both create interferences in the Pachinguys way, which represent the first and probably last place where randomness will exist in the game. 


The development names for these bosses are hydra and runner. Hydra shoots fireballs from its many heads and runner shakes the world when he jumps and shoots lasers from his eyes (that last one may be changed to something that makes more sense when graphics and story are considered). 

With two more levels built and a third "taken" for the final boss I am less than 10 levels away from a complete game (including challenge levels, not including graphics and sound).

4 comments:

  1. Sounds cool!
    What about a win phone version? :D

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  2. If Pachinguys is a success, iOS and win phone ports are an option. But that's way down the line at this point.

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  3. Here's another idea for boss fight:
    The "boss" is some sort of "patient 0". He jumps (quickly) around the board and each time he meets one of the puchinguys, he has about 90% probability to push the guy from its place and 10% to turn it in to another "boss" (maybe the percentage should be 95-5)

    Another thing you should consider is the "Skip" button. As i recall, you said you want the game to be without any text, so you won't have to deal with localization issues. It's not going to be easy with "skip"...

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    Replies
    1. I already have some plans about the skip button, it will not contain text.

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