<Index> - >DevDiary< - <Characters> - <Lore>
This week, I finished the trial version of the first boss.
There isn't much to say about the process of creating the boss. I really wanted to have a working version of Prime Sin out, and I am satisfied with the result.
The primary mantra when designing the bosses is to never make the player waste too much time. The boss may have a dramatic introduction, but it is not overly long, and I tried to make sure that it does not stand between the player and the gameplay - for example, retrying the boss after getting a game over skips the introduction entirely.
Likewise, the boss' attacks offer both the necessity to dodge and the opportunity to attack back. This boss, and every subsequent boss, is based on cycles, and I made sure that none of the cycles boil down to the player waiting until the next cycle, due to the inability to interact with the boss in any way during this specific cycle.
I should note that the boss is very raw. Its behavior is nearly unaffected by the selected difficulty level, as I do not have the data to adjust its attacks for all four levels. If I had to guess, the current behavior lands somewhere between Fair and Hard.
One significant difference between this (and every subsequent) version of the game and 1.1 is that it has been built for 32-bit systems rather than 64-bit systems. This may introduce a few system issues that I have no way of tracking or solving, but I dearly hope Sunrise Doll stays compatible and enjoyable.
The updated trial version 1.2 is available at https://dropodo.itch.io/sunrise-doll.