a little more art:
this is support for a new mechanic we're toying with for fighting the boss...
currently the game doesn't end until someone defeats the boss, which I don't like for a few reasons
1- the game can really drag on if people keep failing to beat the boss. The ramping up of monsters and equipment can't continue forever, so the intensity caps out after a point and the game loses it's feeling of progression- quick matches is what the whole thing is designed for
2- if a game can only end once the boss is killed, it means we can't really make the boss very hard or we risk the "dragging on" problem becoming a standard thing in most games- so currently the boss is not nearly as challenging as we would like, just to prevent that problem
3- it should be an achievement to defeat a boss- a big excitement where you don't know if you'll achieve it or not... it should be a special thrill to kill one! If it is inevitable that someone will kill the boss each game, so much of the excitement and achievement is lost
so we're working on a system where the game can come to an end without anyone defeating the boss, and with the in-game narrative, we'd like to show that instead of killing the boss and escaping the dungeon, the boss kills you and escapes itself to be unleashed on the world...
so for the time being we'll have a shot like this for the end of the game if you fail on the boss- I'd like to cut it up into parallax layers, add a few simple animated elements and show it with just a little movement to give it more life