Polish Jam
https://docs.google.com/document/d/1cZYP01qL9EFfPGoL5xQ5XS4p6HJ57ycNrRH2433cyqo/...
I used state machine to set the boss to different phase depending on boss' health, ensuring dynamic combat phases as the player's progress unfolds, altering attack patterns and difficulty.
Boss State Machine
Phase 1: Normal Attack Mode (100% – 50% HP)
The Boss fires basic projectiles in a straight line at regular intervals.
If the Boss’s health drops below 50%, it enters Phase 2.
Phase 2: Aggressive Mode (50% – 30% HP)
The Boss fires spread-shot projectiles in a cone pattern, increasing difficulty.
Environmental Effect: The background darkens to intensify the atmosphere.
If the Boss’s health drops below 30%, it enters Phase 3.
Phase 3: Frenzy Mode (30% – 0% HP)
The Boss fires rapid, 360-degree bullets, covering the entire screen.
Environmental Effect: The background turns red, signaling extreme danger.
If the Boss’s health reaches 0%, it enters Dead State.
Dead State: Defeat & Game Over
The game offers deliberate pacing and difficulty scaling, ensuring that players engage with strategic decision-making. Powerful abilities like invincibility and stealth have cooldowns, requiring players to use them wisely. The boss's evolving attack phases add layers of challenge while keeping the experience fair.
Communication
The game provides clear feedback through visual and audio cues. When the player takes damage, the screen flashes red, while successful dodges and attacks are met with satisfying sound effects. Background color changes indicate the boss’s phase progression, keeping players aware of the battle's intensity.
Iteration
Through multiple rounds of playtesting and refinement, the mechanics have been fine-tuned. New features like the stealth mechanic, cooldown refresh items, and environmental feedback were added based on testing insights. The result is a well-defined gameplay loop with smooth transitions between mechanics.
Freshness
This project explores new mechanics such as mouse-controlled movement, dynamic environmental changes, and a multi-phase boss AI with a state machine. The blend of bullet-hell, reaction-based dodging, and strategic power-up management introduces a unique challenge, making it a fresh take on the genre.
Published | 3 days ago |
Status | Released |
Platforms | HTML5 |
Author | Olivia Wang |
Made with | Unity |
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