Minor tweak to "Final boss" healthpool


Oh hai! Just wanted to make a minor update regarding the boss health.
So, here's the deal:

There was a time on the final level where the player would only face the final boss, and back then I thought 30 hits to sleep the boss was a fair deal, but then you were able to complete the level before the best part of the ost played, so i decided to increase the boss hp so it would require 40 shots, meaning an extra attack/sleep pattern.

Then, right before releasing the project, I thought about adding more monsters to join the final boss, so, by doing that players got less focused on the boss and more on the side monsters, before going full blast against the boss, but then, the side effect of adding more monsters was that the total attack/sleep patterns for the boss were increased, as you would trigger their patterns just to get ammo to kill the fodder. And with that, the ost not would only be fully played, but also repeat again.

So, considering the extra monsters placed on the level and the fact the game is already a month old and whoever that played this before may had listened to the full ost track, assuming they reached the final level, (yeah, such a mess of words XD)
I am reducing the total hp of the final bossto about 75%, meaning now you require 30 hits to kill the boss, instead of 40. Therefore, one attack/sleep pattern less. And more chances to complete the level within one ost run.

Kinda pointless to make this update, but wanted to make the boss less tanky.

Anyway, TLDR:

- Boss now takes 30 shots to be put to sleep, instead of 40.


That's it!
See ya on geometrical hitman 2 or whatever other thing I may come up with.

Alphaent.

Files

Werefrenzy the ritual.rar 86 MB
Mar 11, 2023

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