Wait, wait. I sometimes find health bars so damn annoying for my concentration (just focus one millisecond on the bar, see it's almost depleted, and you are guaranteed to die fast because of that!) that I very much prefer visual cues.Matthew Doucette wrote:Curious how you would want the bosses to react? Should they only appear hurt after 50%? Then how would you know if you are at, say, 35%? Should we have a health bar to fix that?nZero wrote:I only had a minor issue with the game, mostly that the bosses appear to be in their death throes before they've lost very much health at all, so it's hard to tell when they're actually about to die.
Currently they start to appear damaged pretty quickly, but not right away, to jump into a "progress bar" type feedback quickly.
Either debris exploding with increasing violence, maybe an alarm (I think in some older games you would hear alarms, the crew of the ship shouting orders, lol, that kind of stuff), the patterns obviously get harder or change, heavily damaged parts flash in red, smoke and pieces start falling apart, etc.
And when the boss is nearly finished (and if little of the ship remains, then it should logically not fire that much at all) you can always trigger some sort of "bullshit" desperation attack (but more on the "desperation" side, with a proper warning like a charging sound or "!" in the direction most of the flak will go, rather than pure unexpected "bullshit"

Or, for example, you can state that disarming certain parts of the boss will trigger their second phase. And if the player isn't actually aiming at those parts (due to maximum suckage/noobish behaviour) but are still causing damage, when enough damage has been taken or when enough time has passed, it'll go to the second phase anyway to avoid the much dreaded "boss milking". I feel most bosses should have a time out sequence to avoid this and add more tension because if the boss leaves, you get penalised with no bonuses and a big, red TIMED OUT.
Guess there are options and visual queues to rely on without the need of distracting lifebars. You guys said "intense" is a key word here. 1 millisecond where you look at the wrong place, BAM, owned. It happens a lot in DoDonPachi...
IF the boss has many parts, placing minibars (and quite small) on the parts should be fine, but a boss health bar, on a light show like this... I don't think so.