RED_NOVA'S PROFILE
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
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RMN's Most Humblest!

Prayer of the Faithless
On the brink of the apocalypse, two friends struggle to find what is worth saving
On the brink of the apocalypse, two friends struggle to find what is worth saving
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Secret Satan 2023 ::
Running on 4 hours of sleep
aaaaaaaaaaaaAAAAAAAAAAAAHHHHHHHHHH!!!!!
Just consciously and vividly observed a thought slip out of the grasp of my mind and dissolve despite my desperate attempts to reclaim it.
Boss Thread About Bosses
Sleeping Beauty: I don't like the idea of having only a small window of attack but getting punished for making full use of that window, so I'd scrap the super move idea.
Regarding the minions: While I don't inherently oppose the idea of having minions in the boss fight, they need to contribute something to the fight itself rather than just be more enemies to beat. Sleeping Beauty would be far more interesting a fight if the boss interacted with the minions to some degree. For example, once the boss wakes up, it would devour all the living minions and gain heals/buffs depending on the minion devoured. Then the player would have the choose which minions to prioritize defeating, and thus which buffs to deny, before the boss wakes up. You could then spend the fights leading up to the boss training the player on which minions gave which buffs so there aren't too many new mechanics dumped on the player at once.
Mr. Invincible: I'm assuming you're pitching boss ideas for Thrall? If so, having a super specific strategy like finding a weapon that reduces max HP poses a major risk for a game reliant on random loot drops. Plus, if a player has no idea that this will be a boss mechanic, they run the very high risk of hitting a wall on their progress and forcing them to fight random mobs until RNG gives them weapons that they can use, going against the spirit of the rougelike genre.
I think the HP regen mechanic is a good idea, but the way to counter that should be reliant on the player's actions not their randomly-awarded gear. Maybe scatter a bunch of healing points that the player must destroy on their way to the boss, each one reducing the boss' max HP by a set %. Shin Megami Tensei V did something like this with the Ishtar fight, but instead of HP, each point reduced the # of actions she could take per turn.
Regarding the minions: While I don't inherently oppose the idea of having minions in the boss fight, they need to contribute something to the fight itself rather than just be more enemies to beat. Sleeping Beauty would be far more interesting a fight if the boss interacted with the minions to some degree. For example, once the boss wakes up, it would devour all the living minions and gain heals/buffs depending on the minion devoured. Then the player would have the choose which minions to prioritize defeating, and thus which buffs to deny, before the boss wakes up. You could then spend the fights leading up to the boss training the player on which minions gave which buffs so there aren't too many new mechanics dumped on the player at once.
Mr. Invincible: I'm assuming you're pitching boss ideas for Thrall? If so, having a super specific strategy like finding a weapon that reduces max HP poses a major risk for a game reliant on random loot drops. Plus, if a player has no idea that this will be a boss mechanic, they run the very high risk of hitting a wall on their progress and forcing them to fight random mobs until RNG gives them weapons that they can use, going against the spirit of the rougelike genre.
I think the HP regen mechanic is a good idea, but the way to counter that should be reliant on the player's actions not their randomly-awarded gear. Maybe scatter a bunch of healing points that the player must destroy on their way to the boss, each one reducing the boss' max HP by a set %. Shin Megami Tensei V did something like this with the Ishtar fight, but instead of HP, each point reduced the # of actions she could take per turn.
Does anyone even know who I am?
Shotgun Knight Review
Fair enough. I don't think anyone was expecting this game to light the world on fire, but I liked the direction Zephire98 took the game once he got ahold of it.
Thanks for the review!
Thanks for the review!
Dev Log #7: Onto The Final Chapter
Whatchu Workin' On? Tell us!

Tried my hand at a pixel art portrait. My next game is going to be intense with the portraits, but I wanted a consistent art style with the low res tilesets. I can touch up some shading and anatomy errors as they're pointed out, but if the overall piece looks good, I can stick with pixel art for the portraits instead of digital art like I did before.
A.I. Generation and RMN
author=Sidewinderauthor=RodenWhile there are perfectly valid moral reasons to consider AI art theft, this site is perfectly happy to host content that uses stolen graphics and audio, with the stipulation that rips cannot come from indie games.
Being that it was a grey area in the rules before
This is the distinction right here. AI art scrapes from ALL OVER the internet, including freelance artists, often without their knowledge or consent. Using an AI art generator IS ripping from indie creations, be they games or otherwise. Not only do these generators scrape images from indie creators, but you can tweak your prompts to deliberately imitate another indie creator's style, which is all kinds of messy both legally and morally.













