How to Combine Boss, Enemy and a Tutorial into One Fight?

How to Combine Boss, Enemy and a Tutorial into One Fight?

Hi, my name is Zagrava and today we’re
going to talk about: How to combine boss with a tutorial, and make it work?
Furi is the “boss fights only” game where each enemy encounter turns into a long
and challenging boss fight. Creators of the game were able to combine the first
boss of the game and a tutorial into a single fight, and actually make it work.
This is what I will try to figure out in this video, step by step. The first
cutscene of the game quickly and clearly defines the primary goal of the game. You
play as the character who is imprisoned, you need to get out, and in order to get
to freedom, you need to kill the first jailer. Quick and simple. The first time you can control a character, you are immediately presented with an
environment that incentivizes you to move forward by the silhouette of the
landscape. There is only one road to go, and you can’t use any other abilities
except walking, so you move your way to the first boss, first enemy, and a
tutorial. The boss says that you will never escape and sends a signal to other
jailers. During this short moment, you are visually presented with your long-term
goal: go through all of these levels and defeat enemies that you encounter there. So in just two seconds, you have a general idea of the world map and your
final goal in the game. Now let’s talk about how Furi quickly teaches you how to use basic abilities. At the beginning of a fight, the boss immediately starts attacking you with his ranged ability, by pushing you to start moving immediately. At the same time you are given a prompt to use: “Right Mouse Button to Shoot.” So
the player is incentivized to start shooting and moving at the same time.
This way, you instantly understand that you can shoot while moving and your
direction of movement is not dependent on the direction your bullets go. Just a
few seconds after the fight has started, the boss fires a wave of orbs at you, and
because of the attacks wide angle yours and boss’ orbs will most likely collide
and you will notice that they explode on colliding and disappear. Quick Note: At
this moment in the fight, you can technically try to melee attack the boss,
but he will simply teleport away, and you won’t be able to damage him. When you
destroy the boss’ first blue health bar, he becomes immune to ranged attacks, and the only way to damage him is to follow the prompt and slash him with the melee
attack. If you don’t do this, the boss will regain all of his lost health, and
the phase will start from the beginning. But when you do follow the prompt and
slash the boss, you begin the next, duel part of the fight. In the duel part, you
are immediately presented with a prompt on how to parry. Boss starts attacking you, and you see a white flash prompting about when you need to press “parry”
and when to use a “slash” ability. This moment may be little rough to get for
the first time for some players, but since you have 10 hit points and 3 lives,
you have a plenty of room to try again. The next phase teaches you how to use
“Charged Shot” similarly to the previous one. You can’t attack the boss with melee, so
you can only proceed by using the prompted ability while evading the boss’
ranged attacks. A similar thing happens when you learn how to use “Charge Slash”, but now the boss stays still and waits for you to use the needed ability. Since
“Dodge” ability can be used in melee and ranged parts of the fight it is also
presented in both melee and ranged parts of the tutorial. First (in the ranged part),
you learn and practice how to dodge boss’ attacks and shoot at the same time. And
then how to dodge his melee wave attacks (they cannot be parried by the way) and
only then slash him back. Now last but definitely not least, and not so obvious,
is the way Furi teaches the player how they should fight bosses. See, the core
loop of the game (at least a new part of the fight) looks like this: Parry or Dodge boss attacks, and then punish him back. When you parry, you regain some health and you have a chance to execute a “Perfect Parry” after which you can damage the boss even more. And if the boss uses wave attacks, you can only dodge them. So how does Furi manages to teach the player this core
gameplay loop without using a single word? Let’s get to the previous phases to
see that. In the first and third phases, if you play aggressively and spam the
Slash button, you won’t be able to deal any damage, the boss will block all of
your attacks. Now during the second and all the rest phases, if you spam the
Slash button, the boss will counter-attack you, dealing damage and
saying something like: “No Way” or “That’s it? Bleed!” further prompting the player that he should wait for the boss to attack first and only then punish him back. This way, the game even
gives you voice hints through the boss’ phrases and only in case you make a
mistake of playing too aggressively. This method and all other methods described
previously allow experienced players to rush quickly through the onboarding face, but provide other players with enough space and time to learn core gameplay
mechanics. Now, instead of talking about mechanics that Furi teaches you, let’s
talk about the ones that it does not. For example, in the game you are not directly
taught: how to boost your slash to deal more damage on your first hit, how to
charge your dodge, how you can parry enemies orbs, how enemies orbs cancel
your charge, and a lot more all the little details of the gameplay. Now I
should say that you can go to Options>How to Play, where most of the above
listed things are described. But not all of the players will realize that this
“How to Play” menu exists, so they may never even find out about the existence
of these mechanics. And in certainly not the best solution to rely on some menu
section, and hope that the player will find it. The onboarding should happen
inside the game itself during the gameplay. If you, as a game designer, are
not sure if the player knows how to use a certain game mechanic, then it may
restrict you on how you can design your enemies and levels. If the player won’t
have any idea about the single ability or tactic that they should be using to
counter the boss’ attacks, they will not be able to deal
with him and claim they fight as unfair. But on the flip side, this tactic
provides some delightful moments to the player when they finally figure out that
you can actually Parry those orbs and not just dodge away from them. In these moments the player feels smart for figuring out in your ability on their own. One thing
is certain when you design a game, you should be totally clear from the
beginning about what mechanics you will teach the player in a tutorial, and which
ones you will hide and give the player the opportunity on figuring them out on
their own. But the question still stays. What aspects of the game should be
taught right upfront and which ones should be omitted, because they will be too obvious for your target audience? If you have any ideas,
please leave your suggestions in the comments below. Thanks a lot for watching!
I hope you enjoyed this video. I will try to upload more videos like this in the
future. Best of luck with your game design endeavors, and I will see you in the next

2 thoughts on “How to Combine Boss, Enemy and a Tutorial into One Fight?

  1. Great first video!
    I have considered making videos like this myself, there is not enough design content out there.

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