Devlog3 - New Boss


Happy weekend!

Recently, I’ve been focusing on design and develop 2 new bosses.

Simple Behavior

Within the game’s worldbuilding, I designed a contrast inspired by the real world: “natural food” represent “beast”, while “processed foods” represent “human.” Accordingly, “natural foods” behave more primitively, unable to communicate, and their attack patterns are driven by instinct rather than strategy.

Designing regular enemies is relatively straightforward since their behaviors are simple. However, creating a boss with a certain level of complexity is more challenging.

I’m quite satisfied with the first boss I designed — a watermelon that only smash toward and roll around. I plan to continue this design, though with some twists .

mushroom

Blend Modern and Traditional Combat

Ninjas — elusive, unpredictable, and dangerous — are a staple in countless works. I love battles where players need to react in real time and adapt to unexpected moves.

knife

However, having a ninja wield a sword all the time can feel a bit monotonous. To make things more exciting, I thought of adding some modern elements, inspired by the classic Indiana Jones scene

movie

So why not spice things up with a duel of a new era?

gun

Since the Steam Next Fest is approaching, I’ve spent a lot of time lately working on game marketing, developer register, and tax issues related to cross-border settlements.

As a result, this log is a bit shorter than usual — see you in the next one!

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