Hey, /v/. I know you guys are all preoccupied arguing about triple-A console bullshit, but I need some help with this monster I've designed for my RPG. I'm not sure what his gimmick should be. He's a mass of bone marrow that can grow shit like ribs and skulls to attack people. My initial idea was for him to get an extra turn every round like the One Man Band from Brutal Orchestra, as he'd grow more and more ribs to skewer you with as the battle goes on, but I feel like that'd either be too weak due to his status as a basic enemy or too strong if I end up overtuning it.Furthermore, I'm not sure what kind of vibe this guy's battle theme should have. Maybe something lumbering? Maybe something frantic 'cause of his snowballing mechanic? I dunno.Can you guys give me some ideas?
Now that I think about it, what if he got a defense buff in addition to the extra turn 'cause of the extra ribs acting as armor? Would that feel like bullshit or nah?
>MechanicHave him be a DPS check boss that starts off looking menacing but not outright lethal. Have more growths appear as the fight goes on and raise the damage output while lowering speed or accuracy so you get to make it look uglier and outwardly more distorted.Big fan of bosses with this aesthetic having some heavy slow thumping distorted noise for a theme. You could increase distortion as it gains more growths.
Being a mass of bone and bone marrow constantly regrowing I am surprised your brain didn't default to a DPS check due to regen. Don't have enough damage to outdo his healing? Too bad game over.
>>741851920If I learned anything from playing Edmund Mcmillen games then this guy looks like he would probably do some reactionary bullshit like spawn an enemy or counter-attack every time he's attacked.
>>741852113Same anon, could work well to tell the player you need to finish it off before things get out of hand but sounds hard to balance.
>>741852204Tossing in the additional idea that if a defensive player survives enough turns the marrow will effectively grow to a counterproductive point where while a massive monstrosity it's just too heavy to move.
>>741851920he makes meat related puns
>>741851920Maybe he can grow different parts that do different effects every two or three turns, and the player must decide if he'll target them or the enemy? Or maybe this thing can start with one extra appendage the moment you encounter him, but it's random every time and you can't destroy it? Gives it a different feel every time it's fought without being too in-depth.
Have him also double poison stacks as a secret weakness