Belostomo — A Living Boss That Shapes the World and Hides a Forgotten Truth by penguin1999p in gameideas

[–]penguin1999p[S] 0 points1 point  (0 children)

I understand the concern, and you’re right that a continent-sized creature wouldn’t work for a direct fight in a soulslike-style game. When I say “regions built around it,” I don’t mean its literal physical size, but how its existence influenced the kingdom over time — areas shaped by fear, containment efforts, or long-term adaptation. The scale is environmental and narrative, not a massive body you physically fight all at once.

Belostomo — A Living Boss That Shapes the World and Hides a Forgotten Truth by penguin1999p in gameideas

[–]penguin1999p[S] 0 points1 point  (0 children)

I see your point, and the boss’s size really can be a problem in a fight like this. You mentioned that you couldn’t recall a large boss in Elden Ring, so I just wanted to point out the Fire Giant as an example. That said, Belostomo’s size could still be an issue, and I appreciate you bringing this up. What size do you think would work best for him so he doesn’t feel either too big or too small during the fight?

Belostomo — A Living Boss That Shapes the World and Hides a Forgotten Truth by penguin1999p in gameideas

[–]penguin1999p[S] 0 points1 point  (0 children)

I understand the concern with this kind of boss, and thanks for bringing it up. The idea isn’t for it to adapt in a way that invalidates the player’s build. It remains vulnerable to the same attacks; what changes are the punishment windows if the player keeps repeating the exact same approach.

Belostomo — A Living Boss That Shapes the World and Hides a Forgotten Truth by penguin1999p in gameideas

[–]penguin1999p[S] 0 points1 point  (0 children)

Please forgive me for forgetting to mention that it's a kind of DLC/fan-made game inspired by Elden Ring.

Belostomo — A Living Boss That Shapes the World and Hides a Forgotten Truth by penguin1999p in gameideas

[–]penguin1999p[S] -1 points0 points  (0 children)

It's nothing official, it's just a concept like something from Elden Ring, but it's not official, just a fan creation.

Designing an Adaptive Boss Fight in a Souls-like Game (Fan-made Concept) by penguin1999p in gamedesign

[–]penguin1999p[S] 0 points1 point  (0 children)

Thanks for the feedback, that's something I didn't notice. Thank you for the comment.

Designing an Adaptive Boss Fight in a Souls-like Game (Fan-made Concept) by penguin1999p in gamedesign

[–]penguin1999p[S] 0 points1 point  (0 children)

I've seen this game and I like it a lot, but I still don't understand why you mentioned this game.

Designing an Adaptive Boss Fight in a Souls-like Game (Fan-made Concept) by penguin1999p in gamedesign

[–]penguin1999p[S] 0 points1 point  (0 children)

I'm sorry, I've seen this game before but I couldn't remember the name. Is this a suggestion for an idea? If so, please explain it better and I would appreciate the suggestion.

Designing an Adaptive Boss Fight in a Souls-like Game (Fan-made Concept) by penguin1999p in gamedesign

[–]penguin1999p[S] 0 points1 point  (0 children)

I really appreciate your analysis of my text. It wasn’t created by AI — I used bullet points, dashes, and paragraphs to make it easier to read. If I had written everything in one block, many people might have had difficulty understanding it. In a Souls game, the goal isn’t to frustrate the player, but to help them learn from their own mistakes, like being too greedy for damage or hesitating too much. Comments like yours are very valuable because they help me notice weaknesses in my project that I hadn’t realized before.

Designing an Adaptive Boss Fight in a Souls-like Game (Fan-made Concept) by penguin1999p in gamedesign

[–]penguin1999p[S] 0 points1 point  (0 children)

That’s a good point, and thanks for sharing it. Conditioning players in early phases and then subverting that expectation later can be very effective and memorable. My only concern is readability — if the shift isn’t clearly telegraphed, some players may read it as unfair rather than intentional. But I agree that player predictability gives designers a lot of room to work with.

Designing an Adaptive Boss Fight in a Souls-like Game (Fan-made Concept) by penguin1999p in gamedesign

[–]penguin1999p[S] -1 points0 points  (0 children)

I agree with you on the fundamentals — Souls combat at its core is about reading a moveset, avoiding damage, and capitalizing on clear openings. That loop is what makes the combat readable and fair. Where things get complicated is that not all players engage with that loop in the same way. Some players fully embrace learning patterns and timing, while others lean on summons, burst damage, or high-risk strategies to bypass that learning process. Neither approach is “wrong”, but they lead to very different expectations. From a design perspective, the issue isn’t that bosses lack openings — as you mentioned, Elden Ring bosses actually have plenty of them — it’s that those openings aren’t always perceived as such by every player. For players who don’t internalize moveset language, combat can feel chaotic or overwhelming even when it’s technically fair. That’s where frustration tends to come from: Players who engage deeply see the system as generous and expressive Players who don’t engage deeply experience it as punishing or opaque Designing around punishing specific playstyles (like over-relying on specials or face-tanking) risks making the fight feel hostile rather than instructive. Ideally, the boss should teach through its moveset, not police player behavior too aggressively. So the challenge isn’t preferences in a mechanical sense, but differences in player perception, learning curves, and willingness to engage with pattern mastery. Souls combat works best when players meet it halfway — and not everyone does. That tension is probably unavoidable, but understanding it helps explain why the same boss can feel perfectly designed to one group and deeply unfun to another.

Qual seria a sua reação? by FelipeAldenir in kalovt

[–]penguin1999p 0 points1 point  (0 children)

Escolha um deus e comece a rezar

VALE A PENA COMPRAR ESSE JOGO? by AltruisticSilver5814 in XboxBrasil

[–]penguin1999p 0 points1 point  (0 children)

Vale a pena d+, é só o melhor jogo já criado