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The boss fight should introduce a fairly simple set of mechanics with the intent of gently introducing a new player to a fairly early boss fight.
Slow, powerful movements. Letidyr is Icelandic for Sloth. Letidyr will have a large pool of health but is meant to introduce players to the concept of dodging. Between attacks, Letidyr will stalk towards the player.
3 main mechanics -
Target tracking, shoot 6 - 12 projectiles in an arc following the direction of the player.
The player should have to outrun this attack. The projectiles should be quick to require continuous motion. Projectiles should deal significant damage, but not to the extent that the player cannot survive the attack if they mess up.
Potentially instead of tracking, target the player initially and wave out in both directions.
Shortly after the tracking attack, charge a large radius projectile that moves quickly.
The player shouldn't be able to outrun this attack - they will have to dodge this attack to avoid damage. This should be close to a one-shot mechanic.
The last mechanic is an exhaustion phase. Letidyr will stop all actions and pant for several seconds to recharge before resuming the cycle.
Submechanic:
If the player gets too close, they will be knocked back and stunned for a short period of time, instantly triggering the next phase.
The text was updated successfully, but these errors were encountered:
The boss fight should introduce a fairly simple set of mechanics with the intent of gently introducing a new player to a fairly early boss fight.
Slow, powerful movements. Letidyr is Icelandic for Sloth. Letidyr will have a large pool of health but is meant to introduce players to the concept of dodging. Between attacks, Letidyr will stalk towards the player.
3 main mechanics -
Submechanic:
The text was updated successfully, but these errors were encountered: