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Seeking Advice on Designing Engaging Boss Battles for a Mario Fangame
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Seeking Advice on Designing Engaging Boss Battles for a Mario Fangame
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Seeking Advice on Designing Engaging Boss Battles for a Mario Fangame
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Seeking Advice on Designing Engaging Boss Battles for a Mario Fangame
United States VinnyVideo
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#3
02-17-2025, 09:52 AM
I like it when fangames put effort into creating interesting, original boss fights, regardless of the specific format. It's a disappointment when a fangame tries to reproduce, say, an SMB3 Boom-Boom or Koopaling fight without trying to put a fresh spin on it.

Toadette Strikes, Toad Strikes Back, Midas Machine, Mario Land: Minigame Mayhem, and Late Night Mario 3 have some interesting boss fights.

Consider putting a power-up before the entrance to the boss fight so you can fight the boss at full health. Think about putting a checkpoint before the boss, or making the boss a stand-alone level. And get multiple people to test your boss fights to make sure they're fair.

The Koopa alchemist idea sounds fun! Designing a boss can take considerably longer than building a long regular level, so keep that in mind when planning complex boss logic.
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Messages In This Thread
Seeking Advice on Designing Engaging Boss Battles for a Mario Fangame - by Delilah - 02-17-2025, 07:38 AM
RE: Seeking Advice on Designing Engaging Boss Battles for a Mario Fangame - by DJ Coco - 02-17-2025, 07:59 AM
RE: Seeking Advice on Designing Engaging Boss Battles for a Mario Fangame - by VinnyVideo - 02-17-2025, 09:52 AM
RE: Seeking Advice on Designing Engaging Boss Battles for a Mario Fangame - by KrystalPhantasm - 02-17-2025, 10:13 AM
RE: Seeking Advice on Designing Engaging Boss Battles for a Mario Fangame - by VinnyVideo - 02-27-2025, 10:22 PM
RE: Seeking Advice on Designing Engaging Boss Battles for a Mario Fangame - by KrystalPhantasm - 03-02-2025, 06:36 AM

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