![]() In the past, some boss battles were more puzzle-like and even might have felt gimmicky, but through playtesting and feedback we have focused on a faster pace with more action. Has the feedback over this early access period influenced how y'all have designed the past few boss battles, including Catherine Imamura's?ĭutertre: Yes, definitely. After selecting the main theme of the entire game, we extracted individual themes for each world to create a boss that fits thematically for both the department and the entire game.įor instance, a boss from the Physical Illness Department wouldn't use a fireball attack, it would make more sense for them to use virus-like spells and other similar things that fit that department. How does the work process for the creation of new bosses coincide with the themes of a level? Are they developed side-by-side, for example, or are bosses made first and level themes created to match them?ĭutertre: The themes of all departments were chosen a long time ago-since the beginning of Have a Nice Death’s development. He finally snaps and goes on a rampage through the company, whipping his employees back into shape, one department at a time. ![]() His subordinates have grown lazy and greedy over time, leading to an influx of souls that has resulted in so much paperwork, Death is burning out fast. In Have a Nice Death, you play as the titular Death, who rules over the different departments of Death, Inc. Now Playing: Have A Nice Death Water Geisha Boss Fight By clicking 'enter', you agree to GameSpot's
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