Boss-Rush Action · Unreal Engine
A four-week boss-rush sprint built in Unreal Engine around a direction-based parry system, designed and directed as Lead Game Designer at Futuregames.
Overview
A pattern-driven Boss-Battler where each boss embodies a unique inner demon. Parry enemy attacks, break their defenses, and hit as many weak spots as possible during the vulnerability windows.
I defined the core vision for Twilights In CATATONIA and pitched it to fellow students to recruit a five-person team, then rapidly prototyped and tested unintuitive mechanics to make them work.
My Role
Design Process
The boss was too big and too far from the player, making its attack timing unreadable.
With no animation budget to rework the boss itself, the boss now summons a red ghost in front of the player, sized like the player character, bringing attacks much closer and making their timing readable.
Riposte after each Parry felt off: there was more Riposte time available than actual Parry time, making the systems feel unbalanced against each other.
Riposte now only activates after a full sequence of enemy attacks: parrying the last attack in the sequence is what grants the Riposte window.
At a Glance