@psychicparrot42 the bullets carry on their trajectories but can't damage you. Except one boss where it's really hard to get hit after beating it; that one nets you an achievement and a different cutscene.
@psychicparrot42 This reminds me of a Diablo 3 boss battle - both me and my buddy playing our hardcore seasonal characters, slew the boss just as an area effect was about to go off... Boss dead and both of us died perm 1s later 🤣
you take damage and potentially die, but the boss is defeated and you respawn at the boss spawn location (and you can get loot, if that is a thing). then you proceed normally as if you didn't die after the boss fight
@psychicparrot42 some of the bosses in Rogue Legacy 2 actually spawn projectiles when they die, specifically to catch players who celebrate prematurely
@psychicparrot42 (assuming it's narratively appropriate) you get a reward for every still living bullet you grab, it'd be a fun way to turn it on it's head and reverse gur tension of a boss fight with a short mini activity where you cant lose anything but have something small to gain (if you want)
@psychicparrot42 I think it depends on the patterns and mood you establish in the rest of the game. If the bullets are the point, they should kill you. If the bullets are just a thing enemies do, they shouldn't.
@psychicparrot42 In a similar situation, the game BroForce did something amazing and unexpected. Once you fully beat the game, during the ending cutscene where the heroes are being thanked by the President, we tried to high five the President, but accidentally punched him to death in the middle of the cutscene. The cutscene immediately changed to our heroes getting thrown in prison for killing the President and that's how the game ended. 🤣 It was a brilliant twist we never expected.
@psychicparrot42 I think the pacing would get worse the longer it is after “winning” that you die. Ideally you’d make the projectiles subtly disappear or have reduced damage, without breaking immersion. However I think in some genres, where the player expects to be punished, it’s fine to have the projectiles just as bad.
This reminds me of how the last 10% of visible health bar in some games is often actually like 40% of the health by value. You feel more epic if it’s a close call. So maybe you want to still take damage, but make it that the damage you receive is scaled to not quite kill you.
@psychicparrot42@sinbad Explode into a large number of particles. The answer is always "explode into a large number of particles" no matter what the question. 🐂
@psychicparrot42 The bullets should immediately have no affect, but they should change colour or make some other visual change as they leave the screen or fade-out.
@psychicparrot42 The instant the boss dies, player control is removed, start the cool cinematic death (with optional framerate drop!), so of course the bullets have no effect.
@psychicparrot42 You die, but the boss stays dead. That is, you lose a life or do whatever normally happens when you "die", but you don't need to fight that boss again.
I like the idea that you can choose to sacrifice yourself to beat the boss if you are frustrated, and/or that you experience the combination of victory and defeat.
@psychicparrot42 I agree, would be really harsh after all that hard work. :D Frustratingly hard bosses can sometimes spoil the fun too. Hard to balance. :D
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