Caveblazers
Will  [developer] 3 Jun, 2016 @ 5:07am
Boss & Enemy ideas!
Hello!

The aptly named "Boss Update" will include boss stages between every 2 levels, along with new enemies for the later levels. This update is planned for around 3 weeks from now.

We have a number of ideas for bosses & enemies, but using this thread you can suggest your own ideas. Please try to follow the requirements detailed below when suggesting ideas. We do not require any artwork, just a description will do nicely.

Boss Requirements:
- Should be at least 4x larger than the player.
- Should have an obvious weak spot, and take little to no damage from other sections.
- Should be able to be "knocked out" by the player, giving them the opportunity to deal significant damage where previously they could not.
- Could have different phases throughout the battle.
- Could be used as a platform by the player (flat edges only).
- Could have temporary invincible phases where the player.

Enemy Requirements:
None. Any and all enemies could be considered as long as they fit with the theme.

Example Boss:
One boss currently being developed is this unnamed eyeball tetris flying punching boss.

Imgur GIF album: http://imgur.com/gallery/qprgG/new

- The boss changes shape throughout the fight.
- Can be damaged by shooting/slashing the eyeball.
- Certain shapes block arrows from below, so the player is required to get on top of the boss.
- Can be used as a platform by the player.
- Fists can be used to ride up to the main body.
- Is knocked out after a certain amount of trauma to the eyeball allowing the player to deal massive damage when it's grounded.
- Has an invincible "closed eye" phase after waking up where the player must dodge the flailing fists for a certain amount of time.


Thank you for reading! Looking forward to seeing your ideas & hopefully getting some of them in the game.
Last edited by Will; 3 Jun, 2016 @ 5:14am
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Showing 1-14 of 14 comments
Ezekial 4 Jun, 2016 @ 12:08am 
hmm for an enemy i would suggest a spider that can shoot web at the player slowing or paralysing them and if you get too close it can bite dealing poison damage, it can also crawl on walls and ceilings and for example if the player were to walk under it when its on a ceiling it can jump down to attack, looks arent really something im good at so i'll just leave that to you guys XD
ropikki 5 Jun, 2016 @ 7:55am 
What about some kind of cube boss? Similar to the Rubik's Cube, that twists around revealing weapons that it uses to attack you with. It could have 3-4 phases, between each of which there's an opening in it's armour that the player can attack to deal it some good damage! Maybe let the player get 2-3 hits in before it moves to the next phase.
Sorry if that's a boring idea, and I get it if it's too similar to the Tetris boss.

I've posted this on your CaveBlazers Subreddit, but I thought you'd be more likely to see it here!
ropikki 5 Jun, 2016 @ 7:55am 
Hey again! I've had another boss idea!
What about a Golem of some sort? The first phase starts off with only the Golems legs being visible, which try and stamp on the player. If hit by these attacks, it should deal you a fair bit of damage. You dodge the attacks a few times, and try and use your bow to hit its knees, weakening it briefly so that you can deal it some damage. The Golem then loses its legs, which crumble away, and moves onto its next phase.
In the second phase, after the Golems legs have crumbled away, you see the chest and arms of the boss. The Golems chest is on a separate layer, so you can run across in front of it, but it’s still visible (like the Hell boss in Super Meat Boy). It’s arms then try to crush you, and after dodging those, there’s a brief period in which the chest of the Golem is vulnerable. Attack that, deal it some damage, and move onto the next phase!
I was thinking that the third phase would be based around fighting the head of this Golem. I thought that maybe it could hover over the ground, with enough space for the player to run beneath. Then, the eyes of the Golem could glow a deep red, and a wave of creatures (smaller golems maybe?) could attack the player. Maybe 5-6 of these enemies? During this wave of enemies, make sure the Golem head is invulnerable. After destroying all those enemies, you could have the player use the bow to shoot down the head, finishing the boss fight!
I hope you like the idea!
ropikki 5 Jun, 2016 @ 8:00am 
Sorry, me again! Sorry for the spam of ideas, I’m just in a pretty creative mood!

Have you thought about having some sort of Kraken monster boss? The player would enter the boss area, and jump onto a platform lying on the ground. There’s a small pool of water near you, which a tentacle shoots out of, and the area is submerged with water. The Kraken boss then bursts from the water, and the first phase begins.

For this first phase, I was thinking projectiles shot by the Kraken. These could be deflected by the player, back at the Kraken, causing damage and providing a brief period for the player to shoot at the Kraken.

For phase two, the Kraken could attack the player with its tentacles, shooting at the player like spears (still attached to the Kraken’s body). The tentacle would then stick to the wall (if the player dodges it), providing a platform for the player to run across. Then the player would be able to deal damage to the boss!
Will  [developer] 7 Jun, 2016 @ 3:00am 
Thanks for the ideas Bronut the Donut & FraserDoesGaming! These are all great ideas, we'll see about getting them in the game.
QJrocks 7 Jun, 2016 @ 4:57pm 
I had an idea.

The boss would start out, motionless, on the ground, letting the player attack it and find out that it has an abnormally large amount of health. After a few seconds of being hit, the boss comes to life, rises high into the air, and begins attacking the player.

Most of its attacks would be easy to dodge, like a slow-moving fireball, but it spawns enemies like slimes or bats to distract the player while it does so. This means that the player must quickly dispatch the enemies in their way to dodge said slow attacks.

After a few rounds of this, the boss spawns a small number of missiles (maybe 3?) that slowly make their way to the player, along with some enemies. Thanks to our protagonist being smart and packing his endless quiver of magical-reflection-arrows, he can hit the missiles back at the boss, which not only does a rather large amount of damage to the boss, it also knocks it down to the ground into melee range.

Something interesting you could do is make it so that the player's attacks deal more damage after the monster is hit by the missiles, so it seems worth it to do the extra damage instead of just waiting for more missiles.

If it seems difficult to tell that the player should hit the missiles, you could make them flash red or have arrows pointing to them the first time.

I had trouble thinking of what this boss would even look like, and the best I could come up with is something like the Golem head from Terraria.

My main concern with this boss is that it doesn't exactly match the current theme of the game. This seems to have a more mechancal theme to it, which doesn't exactly mesh with exploring underground caves. But I'm sure you could make it work if it sounds interesting!
Conmaan 7 Jun, 2016 @ 6:36pm 
Not sure if this is a planned feature, but boss pools would be prime (that is, having each tier of bosses be a fixed pool that the game randomly chooses from).

Now onto my suggestions... note that I'm completely open to criticism or suggested changes...

- - +Cave Tier+ - -

1. Venomous Bat

*Lore - This mysterious creature has been shaped by dark magic. It has become enlarged, far beyond the limitations of the other batkind, and has developed venom sacks in its teeth.

*Appearance - Large greenish purple bat with poison dripping from fangs.

*Arena - An open room with two entrances in the top left and right for bat minions to come out. Possibly some sporadic platforms to make dodging Attack Pattern A easier. Aesthetic should be murky.

*Attack Pattern A - Can occur at any time throughout battle. Flies towards the player from the ceiling in an elongated U shaped motion. Deals contact damage if hit.

*Attack Pattern B - Can occur at any time throughout battle. Flies next to the player and opens mouth for a short time before chomping down. Easy to dodge, but if it hits the player, deals a large amount of contact damage and some poison dot.

*Attack Pattern C - Can occur at any time throughout battle. Rests on the ceiling, wrapping itself in its wings. It is protected for a short time as small bats fly in from various points on the map. They can be killed very easily, but come in an increasing number (depending on % health of boss). After all bats are killed, the Venomous Bat spreads its wings for a short period of time, opening itself up to free damage from the player.

*Player Strategy - Skilled movement and good ranged accuracy is going to be essential in this battle. Players will need to dodge Attack Pattern A by jumping over the Boss or hiding under the far corners of the trajectory, whereas running in the opposite direction will be the player's best bet in dodging the chomp attack. Ranged skills come into play when the player confronts the bat army. It will be essential to position oneself correctly so that they can eliminate the closest bats first. This is a relatively basic boss fight and would be a good Tier 1 battle.


*Loot Pool (One equip-able and possibility of multiple consumables) -

Vial of Bat Venom (Grants immunity to all damage for a short time, but deals some poison damage, consumable)

Greater Bat Wing (Magic item that, when charged, summons a small horde of homing bats to seek out enemies, equip-able)

Bat Fang (Sword that deals relatively small amounts of contact damage, but deals a large amount of poison dot. Direct upgrade to the poison sword. Equip-able)

Venomous Guano (Magic item that, when charged, summons a bat familiar that will seek out nearby enemies and deal a small amount of contact damage and a small amount of poison damage. Equip-able)

2. The Prince

*Lore - The King is the leader of the goblin hordes that have taken control of much of the upper layers of the cave. Much of the King's life was filled with him gathering the goblin clans together, and weeding out the creatures that lay beneath the surface. Because of this, he neglected his son, the Prince, who came to hate his father. The Prince has spent his time gorging on the finest meats that the goblins can bring him, and because of this has grown fat. He surrounds himself with gold, magical items, and food, as a way to forget his hatred for his father and his kind.

*Appearance - An oversized goblin with a large beer belly, decorated in various magical armor pieces and weapons. He does not move from his silver throne at the right side of the room.

*Arena - An elongated hallways with a mound of food and gold at one end, near a silver throne.

*Attack Pattern A - Occurs directly after Attack Pattern B. The Prince stays sitting at his silver throne, and tosses various food and gold items towards the player. If his crown is damaged enough, he stops throwing projectiles for a short time, opening himself up to melee attacks from the player. Number of thrown projectiles increases as the battle goes on.

*Attack Pattern B - Can occur at any time throughout battle. Prince slams his fists down on his throne's armrests. Goblins enter from both sides.

*Attack Pattern C - Can occur after Prince reaches 3/4 hp, directly after Attack Pattern B. Prince raises a magic item, a spear, and as he does a few goblins are sacrificed. The spear floats in the air, leveling itself with the player. After a short charge period, it shoots itself horizontally across the room.

*Attack Pattern D - Can occur as a replacement to Attack Pattern C, after the Prince reaches 1/2 health. The Price raises a magic item, a pendant, and sacrifices a few goblins. The pendant glows brightly, and as it does the player's movement speed is reduced. A few projectiles are launched from the pendant towards the player (they appear as blue magic energy) and until they are destroyed or hit the player, the movespeed debuff remains active.

*Attack Pattern E - Can occur as a replacement to Attack Pattern D, after the Prince reaches 1/4 health. The Prince raises a magic item, a sword, and sacrifices a few goblins. The sword glows, creating the same slowing aura as the pendant. It will continue to do this until it takes enough damage from the player. Note that the Prince is immune to damage while the sword is in play. After the sword takes enough damage, it lines itself up with the player and flies across the room. Once the sword reaches the end of the room it will turn around, re-align itself to be in line with the player, and again fly towards the player. It will continue to do this until it takes enough damage from the player.

*Player Strategy - Skilled movement and good melee attacks are going to be essential in this fight. When the Prince summons his goblin minions, the goal of the player will be to eliminate them as soon as possible, before the Prince uses his magical item. Otherwise, the projectile from the spear or the sword, or the movement debuff aura from the pendant or the sword will be devastating, and will open up the player to take damage both from the minions and the projectiles. The thrown projectiles after the minion/magic item phase is going to be comparably easy, however. Dodging the projectiles should be easy enough, and once the crown is knocked off the player can deal a significant amount of damage without worry.

*Loot Pool (One equip-able and possibility of multiple consumables) -

Prince's Crown (Magic item, reduces ranged and melee damage taken by 3, grants increased damage towards goblin type enemies by 5, and, when charged, launches a random melee weapon forward. Equip-able)

Dragon's Thighbone (Melee weapon that deals a good amount of damage. Enemies killed with this weapon have an increased chance of dropping food items. Equip-able)

Silver Throne (Magic item, when charged, creates a temporary slowing field for all enemies, and allows passive health regen on attack for the player. Equip-able)

Cup of Wine (Heals 15 hp and grants +4 damage for 15 seconds. Consumable)

Cooked Cave Meat (Fully heals player, no matter their health. Consumable)

- +Temple Tier+ - -

1. Undead Dragon

*Lore - Legends tell of a red dragon that was trapped in the Temple of the Warlocks some centuries ago, before it was covered in the sands of the wasteland. The dragon was kept in the furnace room, and was used to smith powerful weapons of dark magic.Soon after the Warlocks died and left, the powerful artifacts they left behind decomposed into many unspeakable horrors, including one such abomination from the bones of the long dead red dragon. It is said that it waits in the furnace room, hoping to be called upon to forge more items of chaos.

*Appearance - A dragon's skeletal upper body. He does not move from his position on the left side of the room.

*Arena - The arena is an open room. The background aesthetic should resemble a furnace room, possibly with some anvils or other equipment.

Attack Pattern A - Can occur at any time throughout the battle, given that the player is within a relatively close distance. The dragon swipes at the player with a claw, or chomps down on the player. High contact damage, and difficult to dodge.

Attack Pattern B - Can occur at any time throughout the battle, given that the player is further than the maximum range of Attack Pattern A. The dragon breathes a fireball projectile. It explodes on contact, dealing AOE damage. If a player is hit directly by the fireball, they are dealt fire dot in additional to the AOE damage.

Attack Pattern C - Can occur at any time throughout the battle. The dragon charges up for a short period of time before attempting to breathe fire. Its snout becomes a weak spot that, if damaged enough, will prevent the dragon from breathing fire. While charging, a number (dependent on % hp of boss) of skeleton based mobs are summoned to attack the player.

Attack Pattern D - Can occur at any time throughout the battle. Dragon whips tail, simultaneously hitting an entire layer of the room (approx. the height of the player).

*Player Strategy - Maintaining a safe distance from the Dragon during the passive fireball/tail swipe phase will be essential. When the Dragon is charging AP C, it is important to eliminate the minions as quickly as possible and then move in for as many melee attacks as the player
can muster.

*Loot Pool (One equip-able and possibility of multiple consumables) -

Dragon's Breath (Sword that deals contact damage as well as fire dot on hit, and creates a small fiery explosion when an enemy is killed. Equip-able)

Flamespitter (Magic item that, when charged, unleashes a burst of demonic flames in front of the player, after a short delay. Equip-able)

Potion of Draconic Aura (Player leaves behind a trail of fire for the next 20 seconds. Consumable)

Most likely will add more in the future.
Will  [developer] 13 Jun, 2016 @ 6:04am 
Great ideas! Thanks, QJrocks & Conmaan. We will probably only have time to get 3-4 bosses in the game for the next update. For the final version we want around 10 bosses in total, so we'll definitely be able to get some of your ideas in.
Morgan 13 Jun, 2016 @ 7:53am 
I have an idea for an enemy, a crab that burrows underground and when it is close to the player it jumps up from the ground. I guess its weakness could be if it does not hit the player it is stunned upon hitting the ground.
Conmaan 13 Jun, 2016 @ 1:19pm 
Will, out of curiosity, once you reach the finished "final version" of the game aka the 1.0 patch, do you plan on releasing more content patches, or will it be on to the next project?
Will  [developer] 13 Jun, 2016 @ 2:40pm 
Crab enemy could be cool, thanks Peeko. And that depends how popular the game is, Conmaan :)
Eva Dracona 17 Jun, 2016 @ 8:46am 
Didnt read the thread so sorry if this has been mentioned,

But how about a classic minotaur with a huge hammer, he could have an attack combo that ends in a bit down smash that shakes the stage and drops some debris that can harm the player, BUT this also exhausts the minotaur so with his hammer planted in the ground the player can jump on it and attack the him in the face to do bonus damage and then once he gains his breath again he could say charge at the player (the minotaur would be invicible during this phase) i havent put much thought into this but maybe there is something you can use in here.

Hey maybe add a dodge to the player that has a small invuln window, be great for dodgeing the charge and also that blue suicide enemy that flings itself at the player.

Hope there is something useful here~
badweather4cast 25 Jun, 2016 @ 2:24pm 
How about a boss like some sort of evil black lizard? It sits quietly for several moments, letting the player approach it. When it is idle, it is curled into a ball as it waits to strike.

The lizard jumps out, striking hard and fast, but allows the player time to jump up and land on the creature's head, stunning it. It will recoil, allowing the player to land several hits on it. This would repeat several times.

Maybe after the lizard comes to when the player deals those hits, it will begin to chase after you frantically before curling back into a ball.

If the lizard manages to catch you off guard, however, it will take you in its massive teeth and create an effect where you lose health the longer it has you in its jaws. It will basically tear at you until you start pressing a certain button (randomized maybe?) over and over again, and when you have pressed the button enough, you will break free from it, and it will return to being idle (perhaps moving past the player and to a different location in the "room").

But the lizards attacks will do massive damage over time as it drains your health, so you would have the challenge of trying to defeat it will also avoiding its sharp teeth.

This may be a little bit late, but I still thought it would be fun. :) I love the idea of having bosses in the game, and I'm super hyped for the update!
Ace Decker 26 Jun, 2016 @ 9:53pm 
I really want to see where this game goes, so I'd like to make my own boss suggestion, even if I am a little late.

How about something like a plant-based boss. Its weak point would be in its bulb, maybe an eyeball, which would keep with the theme of eyeballs being weak points xD

The main idea of the boss is that its static and doesn't exactly "move". I figured its attacks would revolve around springing vines out of the ground in certain patterns and would be signalled by shifting dirt beheath where one was about to spring. After a little while of this, the plant would let loose some sort of screech, opening its bulb and exposing its "weak point" for a brief period of time before resuming the vine attacks or maybe something else. That's just the basis of it, but I figure you could probably do more with it like maybe a lunging attack where it tries to drop down on the players, which would instead be how the enemy exposes itself.

Again, I thought I'd at least make a suggestion, no harm no foul. Anyways, I wish you luck in developing this game and as I said before, I'm anxious to see where you take it! :etgpilot:
Last edited by Ace Decker; 26 Jun, 2016 @ 9:57pm
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Date Posted: 3 Jun, 2016 @ 5:07am
Posts: 14