Repository navigation
Enemy Bosses
Guide:
- Implemented Feature - This feature has been implemented into the game
- Core Feature - This feature is a necessary aspect of the game
- Optional Feature - This feature is optional, and can be implemented later
- Conceptual Feature - This feature will need some work before it is ready to be implemented
- Scrapped Feature - This feature should not be used, although aspects of it could be recycled
One of each of these powerful enemies resides in each district of the overworld. They may appear from time to time throughout the levels in their district but will be unkillable, until the final confrontation at the end of the district's final level, in which the player must destroy the boss to complete the district.
Bladebot Edgelord - Implemented Feature
This large bladebot has three auxiliary spinning blades rotating around its core, connected to the centre by metal bars. The interior of the larger, central circular sawblade contains spinning clockwork cogs to give it more detail and set it further apart from the basic bladebots. All of the circular saw blades are always spinning, but when it begins to move, they spin faster, and the three outer blades quickly begin rotating around it.
The Bladebot Edgelord destroys any breakable object it hits, except for the dark solid walls lining the playable area. When it collides with one of these, it will get stuck for a brief moment, wrenching itself free but losing one of the outer blades in doing so. In this way, the outer blades will represent it's bonus health, with it dying once it strikes a wall after all of the blades have been destroyed (4th wall collision).
The Bladebot Edgelord will not use raycast detection against the player like other bladebots. It instead will follow a predefined path with predetermined timing. The player will need to platform and puzzle their way through an s-bending corridor, keeping ahead of the bladebot the whole time. The boss fight/chase will end at the top of the final turn, where the boss has run out of auxiliary blades and gets stuck in the ceiling.
Porter - The Lift - Optional Feature
This robot is malfunctioning in the warehouse facility that the player enters in District 1. Throughout the arena it is in, there are several tracks built into the walls. The Lift can only travel along these and has three cannons on it that fire at the player. The lift can only rotate 90 degrees on certain intersections that have a spinner. The player must chase the lift and stay on the side without a cannon, to do as much damage as possible without the risk of getting hit. The lift will move further throughout the level when it takes enough damage to reach its threshold.
After the player defeats Porter, he continues to act insane, but allies himself with the player, shifting consciousness between elevators throughout the Districts to act as the player's entrance and exit points to each level.
Blade - Conceptual Feature
In control of the sawmill district. This boss fight occurs in an enclosed room, with walls that have a variety of vertical, horizontal and diagonal walls at irregular intervals. It will float in the middle of the arena and then fly towards the player. If the player dodges it, it will then continually bounce off of the walls it collides with for 15 seconds, getting faster over time, and then eventually embed itself in a wall, allowing the player to shoot at it and damage it. This will occur 3 times before the player can finally destroy it. If the blade collides with a player, it kills them instantly.
Mad Mark the Lava Shark - Conceptual Feature
Haunting the lava rivers of the Forgelands is a Lava Shark. It is resistant to the deadly liquid in which it swims. Its fin will often be visible above the surface. While submerged, it will throw up spouts of lava. It can also dive down, and then burst up in an arcing jump (telegraphed briefly by a bulge in the lava).
The player will not be able to fight Mark head-on, and crazed scrawlings on the walls and Porter's comments will also suggest this. Instead, they need to speed run through stretches of the facility that he lurks in. In the final section, they can activate an emergency flood gate and pour freezing water onto the lava river, freezing Mark the Lava Shark in stone.
Train - Optional Feature
This boss is in control of the underside transport district. The fight will take place on the back of the train, which is built like a level, with its own obstacles and enemies. At the end of every few carriages, an energy cell can be powered up to detach the previous carriages. The last few carriages have no enemies but do have obstacles that the train is travelling past, that the player must dodge. On the final carriage, the train accelerates and obstacles fly past with great speed. The player must reach a hatch at the end of the carriage and enter the control room to take over the train.
The Kraken - Conceptual Feature
The defender of the Hydro plant lurks outside in the depths. Players ascending the Hydro plant will be able to see it occasionally move past portholes in the background. After damaging the facility, irreparably, it will start to attack. The full Kraken will never have to be on screen at any one time and most animation will be limited. The screen will shake, and then a panel on the wall will get struck from the outside, buckling in three times before allowing an enormous robotic tentacle to burst through. The Tentacle will rise and twist (occupying a rectangular space). The player will be killed instantly by it on contact. To sever the tentacle, they must platform through the level and press buttons to seal doors that close, cutting off each tentacle.
Walking Fortress - Conceptual Feature
This enormous robot contains a small level itself. The player will have to avoid its attacks in an outdoor environment, and then get close enough to use the grapple to climb on board. There the player will have to deal with obstacles and enemies while trying to overload 3 energy cells and shut down the Fortress. There will be several areas that the player needs to get through that are open to the outside. If they take too long in these areas, the Walking Fortress will start firing at you from outside.
The Sky Sentinel - Optional Feature
The Sky Sentinel would have made itself first known in the previous district, flying past the character and bombing the rooves to force them onto the street to fight the walking fortress. It is a large hovering drone with lasers and missiles. While on the Pillar of Ascension (the sky elevator), the player will come to a part where the walls of the lift shaft have been damaged. The Sky Sentinel will switch between the two sides of the screen, firing at the player who must platform between these walls, using them as cover. There will be cranes hanging from the sides of the lift, where repairs were taking place. The player needs to survive long enough to use the arm Shield upgrade to deflect the Sky Sentinel's laser at each crane's power core, causing them to swing out and hit it. After being hit three times, the elevator will re-enter a sealed part of the lift, but the Sky Sentinel will be too damaged to maintain a stable temperature and pressure, exploding and freezing in the air as it pursues.
The Corruption Optional Feature
The Corruption is the archvillain of the entire campaign, having brainwashed most of the robots you have come across into servitude or insanity. It will make several appearances throughout the game, hacking into intercom systems, or flickering on screens in transitional parts of some game levels. Its presence should always be threatening, with some elements of horror mixed in. Static sounds and a darkening screen, with a flickering red light emanating from it, occasionally coherently flickering into a watching red eye. The player will not face the corruption directly until the final level.
The 3rd level of the Zenith Orbital Platform district will be entirely built around this single boss fight. Previous levels in the Zenith Orbital Platform will rehearse previous techniques for the player. In the final level, the player will see the Corruption as an eye, surrounded by a forcefield with 10 field generators. Each generator is connected off in different directions by cables, and it is the player's job to go and activate the power cell or button to overcharge the generator. Once all of the generators have been overcharged, the Corruption will die in an explosion created by the generators. The corruption does not have any direct attacks, but will slowly infect the player, starting at the legs. Each part of the player only has 30 seconds, before it is destroyed by the black, spreading texture, and it moves on to the arms. The player will need to use nearly every piece in the game so far to complete a puzzle before the corruption forces them to drop that piece.
