21
New boss pattern in the works... Boss design is always fun, but never easy.
r/IndieDev
6/27/2025
SAAS TOOLS
SaaS | URL | Category | Features/Notes |
---|---|---|---|
No specific SaaS tools mentioned | N/A | N/A | N/A |
USER NEEDS
Pain Points:
- Designing balanced boss skills for both melee and ranged classes
- Preventing players from escaping boss mechanics (e.g., wall setup)
- Smoothing animation transitions for better impact
- Preventing unintended player positioning (e.g., standing on rock colliders)
- Avoiding dull gameplay from excessive kiting with ranged weapons
Problems to Solve:
- Creating intense and exciting boss fights
- Balancing boss skills for different playstyles
- Implementing effective arena mechanics (e.g., walls, rock eruptions)
- Enhancing visual feedback for attacks (e.g., particles, recoil animations)
- Preventing exploits in boss mechanics
Potential Solutions:
- Increasing wall duration to apply pressure
- Adding follow-up skills after wall confinement
- Implementing particle effects for stomping and attacks
- Smoothing animation transitions with recoil
- Adding ranged pressure mechanics (e.g., falling rocks)
- Increasing boss movement speed
- Designing tighter arenas
- Adding gap-closing skills (e.g., jump attacks)
- Implementing phase systems instead of enrage timers
GROWTH FACTORS
Effective Strategies:
- Studying other games for design inspiration
- Implementing phase systems for boss encounters
- Actively seeking and incorporating community feedback
Marketing & Acquisition:
- Sharing development progress on social platforms (e.g., Reddit)
- Engaging with community feedback publicly
Monetization & Product:
- Focusing on dynamic gameplay to increase engagement
- Balancing different weapon types for fair gameplay
- Prioritizing visual polish (animations, particles)
User Engagement:
- Publicly responding to feedback and suggestions
- Encouraging community suggestions for improvements
- Showing appreciation for user support