
Joel Nyonga
Gameplay & Level Designer
Crash 95
Boss Fight Prototype
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Project Type:
Boss Fight Prototype
Platform:
Windows PC
Duration:
5 months
Engine:
Unity
Team Size:
Solo
Overview
Crash 95 is a short boss battle I made. My intention was to design a short boss fight which can be played with only the mouse cursor. Gameplay consists of using the mouse cursor to destroy a malicious computer virus by clicking and dodging attacks. I designed the boss attacks and AI as well as the player controls and abilities. Art assets were created and provided by peers.
Project Design Goals
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Create a boss fight with multiple attacks
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Demonstrate skills in combat attack patterns and combat pacing
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Have the game be playable with only the mouse
Boss Design
Attack 1 - Clone
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Attack - Boss vanishes and reappears alongside 3 decoy clones; players have 10 seconds to identify and damage the real boss
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Risk - Clicking a decoy triggers pop-up ads that block the screen, preventing damage to the boss until they are closed
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Hint - The real boss has a drop shadow while the clones do not
Virus Boss Clone Attack
Design Breakdown
I was inspired by Terraria's Brain of Cthuhlu boss, specifically its second phase, where it creates fake images of the boss to confuse the player. I liked how it created confusion and pressure on the player to guess which boss is real or fake.
Taking this in mind, I wanted the attack to:
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Create an opportunity for the player to deal a lot of damage
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Create downtime during gameplay where the player didn't have to dodge attacks
However, I also needed to make sure that:
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The move wasn't too easy; I want the player to have the ability to mess up
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The penalty wasn't losing health but time to attack the boss
This is why I use ads to block the screen as it causes the player to waste time closing them when they could be attacking the boss.
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Clicking Clones Triggers Pop-up Ads
Terraria Brain of Cthulu Second Phase
Attack 2 - Charge
The Boss Charging Towards the Mouse Cursor
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Attack - Boss freezes and telegraphs its direction before turning red and launching into a wall; after 5 charges the boss is stunned for 3 seconds
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Risk - Each wall collision spawns 12 explosive zip folders that detonate on contact, punishing players who fail to clear the area
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Hint - The charge direction indicator gives players a readable window to reposition before the boss launches
Design Breakdown
I wanted the attack to:
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Force the player to be constantly moving while the boss is charging
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Give players a clear signal for when the boss stops so they know when to attack
However, I also needed to make sure that:
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There was very little downtime between charges to keep the pressure high
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Players who stayed still too long were punished for being too greedy
This is why wall collisions spawn explosive zip folders; they punish players who linger after the charge lands, keeping them moving even during the brief damage window.
Attack 3 - Final Stand
Boss Charging Final Attack
Destiny 2 "Levaithan Raid" Wipe Mechanic
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Attack - When the boss reaches 0 HP it moves to the center of the stage and begins charging a final attack
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Risk - If the player doesn't destroy the boss within 30 seconds the attack triggers and causes a game over
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Hint - The screen will begin to brighten and the boss will have be outlined in a glow. Their health bar will also replenish.
Design Breakdown
I was inspired by Destiny 2's raid wipe mechanics, specifically the Calus boss fight in the Leviathan Raid, where players think they've won only to realize the fight isn't over.
Taking this in mind, I wanted the phase to:
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Create a moment of false victory that recontextualizes the whole fight
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Add variety to the boss's moveset so the encounter doesn't feel repetitive
The payoff is that defeating the boss a second time feels more earned — the surprise of the phase transition makes the final kill more satisfying.
