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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

  • ​Create a boss fight with multiple attacks

  • Demonstrate skills in combat attack patterns and combat pacing

  • Have the game be playable with only the mouse

Boss Design

Attack 1 - Clone

  • ​Attack - Boss vanishes and reappears alongside 3 decoy clones; players have 10 seconds to identify and damage the real boss

  • Risk - Clicking a decoy triggers pop-up ads that block the screen, preventing damage to the boss until they are closed

  • ​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.

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Taking this in mind, I wanted the attack to:

  • Create an opportunity for the player to deal a lot of damage

  • Create downtime during gameplay where the player didn't have to dodge attacks

However, I also needed to make sure that:

  • The move wasn't too easy; I want the player to have the ability to mess up

  • The penalty wasn't losing health but time to attack the boss

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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.

Screenshot (15).png

Clicking Clones Triggers Pop-up Ads

Terraria Brain of Cthulu Second Phase

Attack 2 - Charge

The Boss Charging Towards the Mouse Cursor

  • ​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

  • Risk - Each wall collision spawns 12 explosive zip folders that detonate on contact, punishing players who fail to clear the area

  • ​Hint - The charge direction indicator gives players a readable window to reposition before the boss launches

Design Breakdown

I wanted the attack to:

  • Force the player to be constantly moving while the boss is charging

  • Give players a clear signal for when the boss stops so they know when to attack

However, I also needed to make sure that:

  • There was very little downtime between charges to keep the pressure high

  • Players who stayed still too long were punished for being too greedy​

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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

  • ​Attack - When the boss reaches 0 HP it moves to the center of the stage and begins charging a final attack

  • Risk - If the player doesn't destroy the boss within 30 seconds the attack triggers and causes a game over

  • ​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.

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Taking this in mind, I wanted the phase to:

  • Create a moment of false victory that recontextualizes the whole fight

  • Add variety to the boss's moveset so the encounter doesn't feel repetitive

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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.

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