[2023.12.26] Crafting the Perfect Boss and Striking the Right Difficulty Balance


The cold season provides an excellent opportunity to dedicate oneself more intensively to creative projects indoors. The cozy atmosphere indoors practically invites one to sit behind the PC and work on exciting developments. Especially in summer, it often becomes challenging to linger in front of the screen with the radiant sunshine.

In recent weeks, I have immersed myself in the modeling and animation of the final boss for Level 3 of my game. Despite these advancements, the challenge of implementing it into the actual game still lay ahead. A certain inhibition had crept into my work, likely due to the extended development phases and the associated forgetfulness regarding the efficient use of tools.

Today, I finally took the first step and programmed the framework. Although many elements are still missing to create an impressive final boss, the progress I have already achieved motivates me. I view the challenges ahead as steps I will gradually overcome. This step-by-step approach allows me to rebuild my skills and ensure that every aspect of the final boss is at its highest level.

In the coming days and weeks, I will continue to focus on integrating the missing components and optimizing the gaming experience for Level 3. I am eager to discover the creative solutions that will arise and look forward to successfully completing my project.

In recent days, I have received additional feedback on my game, and some players expressed concerns about the opponents' movements being too fast. After careful consideration, I have decided to reduce the movement speed of the opponents by 10%. This adjustment aims to ensure that the gaming experience becomes more accessible, giving players more time to react to challenges.

However, I have personally noticed that this change has made the game somewhat too easy for me. It seems like there are now fewer challenges, but I also recognize the value in making the game appealing to different player groups. Perhaps some players are specifically looking for this relaxed experience to unwind after a stressful day.

It's interesting to see how the perception of difficulty can vary. I am contemplating introducing options for different difficulty levels in the game to cater to both casual players and those seeking more intense challenges. This way, everyone can tailor their gaming experience and find the right balance between challenge and relaxation.

In the coming days, I will continue to collect and adjust based on feedback to ensure that my game appeals to a broad audience while delivering the desired player experiences. It's fascinating how feedback from other players contributes to shaping and improving the gaming experience.

Get FirstStrike - (Arcade Shoot'em Up)

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