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User-Made Creations / Re: I wanna get the OOPARTS II 1.4 version (updated in 26/12/2013)
« on: December 31, 2013, 07:41:41 PM »
Would you be altering the boss hp? Or would he be staying at 500 with these modes implemented in?
If it's 100 hp per mode, it could be alright. Though, my only concern with type A / B is that they're pretty similar, might make the player feel like they're repeating the same phase. Maybe have...
Type A do 1 damage with no frames. (100 shots to break the phase.)
Type B could be 2 damage with .1 invincibility. (50 shots to break the phase.)
Type C could be 5 damage with .2 invincibility. (20 shots to break the phase.)
Then type D with 10 damage and .5 invincibility. (10 shots to finish the battle.)
400 HP in total, 100 per phase. With the idea of increasing the players damage with just a short hindrance, it'd maybe make the fight not take as long, while still taking some doing, and it'd make the player feel like they're gaining ground, maybe pushing the boss in to more of a desperation as the phases continue.
If you'd be changing how the bosses attacks progress each phase, try to avoid too much clutter with cross ups. It's alright if there's a lot going on, but RNG has a bad habit of crossing attacks in ways that make it literally impossible to dodge them.
This idea you've got already sounds quite a bit better though. I'll keep my eye here if I have any more thoughts, or if you have more you want to pitch for ideas.
If it's 100 hp per mode, it could be alright. Though, my only concern with type A / B is that they're pretty similar, might make the player feel like they're repeating the same phase. Maybe have...
Type A do 1 damage with no frames. (100 shots to break the phase.)
Type B could be 2 damage with .1 invincibility. (50 shots to break the phase.)
Type C could be 5 damage with .2 invincibility. (20 shots to break the phase.)
Then type D with 10 damage and .5 invincibility. (10 shots to finish the battle.)
400 HP in total, 100 per phase. With the idea of increasing the players damage with just a short hindrance, it'd maybe make the fight not take as long, while still taking some doing, and it'd make the player feel like they're gaining ground, maybe pushing the boss in to more of a desperation as the phases continue.
If you'd be changing how the bosses attacks progress each phase, try to avoid too much clutter with cross ups. It's alright if there's a lot going on, but RNG has a bad habit of crossing attacks in ways that make it literally impossible to dodge them.
This idea you've got already sounds quite a bit better though. I'll keep my eye here if I have any more thoughts, or if you have more you want to pitch for ideas.