Postby Fennor » Thu Apr 21, 2016 9:27 am
Hi,
I played the full episode.
I noticed that most Bosses have been very basic. Sometimes you just used the preset Bosses without any modification like the Birdo. It is okay to have such a Boss in a normal episodes at the end of a level, but I think a Boss rush should offer something more creative, since such Bosses are seen very often in Boss Rushes and you grow tired of them very quickly. Also you should always think about save spots when creating Bosses. There is one "birdolike" Bowser where you can just stand still and you simply can't get hit, you just have to wait for the stars to spawn. One Baby Bowser Boss you could simply grab and walk into the bombs while holding him.
There have been a few better Bosses though. The Spider Boss was nice, you are in constant danger of getting hit, but getting hit is always avoidable, that's a much better balance than in most other Boss fights. I think the Kamek Boss was nice, too. When creating Boss fights (or levels in general) always think about the decisions the player has to make and whether those decisions are fun to make or not. You also have to try to create a certain dynamic to the fight, instead of just having a dull "get to the save spot -> wait for the chance to attack -> get back to save spot again" mechanic. You can build up on what you did with the Spider and Kamek boss.