A boss idea from an aspiring game developer. Tell me what you think!

Alright, so I always tend to write all my ideas for games, concepts, and bosses down for future use and put them away. However this one I think was kind of neat and would be kind of fun to share.
So in most of my games you fight certain types of monsters for a majority of the adventure. These heavily depend on the game, and more importantly on who the major antagonist is. All of these goons have certain characteristics with each other and are a way to keep the games fresh, since most of them take place in the same universe.

A very recent one I've been thinking up are very bizarre and probably one of the weirdest groups of monsters, and that's because of the certain characteristic they share. All of these monsters are inanimate objects brought to life by magic. So occasionally things such as trash bins or doors may come to life to attack you. The weird phenomenon causing this is a major plot element in the game.

The bosses are no excepting to this. In fact, the they may be even weirder. The first boss for example is a giant set of traffic lights that trap you in a 4-way intersection until you defeat it. The boss I would like to talk about today is a giant disco ball.

I don't have a name for this disco ball boss yet, but I feel for right now his function is more important. You fight him at a point in the story where your characters go into a night club. Not to party, but to find someone. After they get the information they need, on the way out the disco ball grows a wacky face, then crashes to the ground and attack you. Now to explain how he fights. And for context, this is a turn-based RPG.

The disco ball starts the battle off spinning very rapidly. The player will most likely start the battle by striking it with a physical attack, stopping it from spinning. From there it will just sit in place, occasionally striking back with various rolling attacks. At this point it is revealed that the boss is accompanied by two spotlights who have also come to life. The spotlights will not do damage, however every now and then they will use either an ability called "Flash", which has a small chance to blind your whole party, or "Focus Flash", which is guaranteed to blind a single party member unless they have an immunity to the status. To those not used to RPG genre, blind is a status that usually decreases a character's rate of hitting a target with a bludgeoned attack, since they are having a hard time seeing. The player may be noticing at this point that a lot of their attack may simply not be hitting the boss anymore.

The player at that point may then try to use magical attacks, which's accuracy is not affected by being blinded. But then they will discover that this boss is very resistant to magic. There are way to decrease his magical defense via one of the character's status-adjusting abilities, but that's not the thing you should be really worrying about.

The disco ball will start spinning again, similar to like he did at the beginning of the fight. The player could continue to use magic to try and subdue the boss, but they will soon realize that magical attacks do not stop the boss's spinning, only physical ones. However, the spotlights have probably blinded your whole team at this point, and they simply cannot hit the boss with physical attacks anymore. The ball spins faster and faster, then eventually unleashes an extremely powerful rave-themed attack that has a chance to singlehandedly wipe out your whole team.

So then the boss's strategy is revealed. The whole time the disco ball is utilizing his spotlights to blind the team so that they can't break him out of his superattack. Now I personally feel that dying to a boss in a video game a few times is very integral to collect information. It also makes it more satisfying when you finally defeat a boss that has managed to kill you a few times prior. The idea is that the player will discover the disco ball's strategy after a few tries, then attempt to discover a work around and finally defeat him instead.

But how can you beat a boss like this? Well, one idea is to give our team equipment that gives you blindness immunity. With a single one of these it is easy to put one character on "attack duty" to keep the boss in check so it doesn't get off that big rave attack, since he's actually very easy when he never gets to use that particular move. A second option would be to use one of the character's skills to make your characters immune to the blind status through a few of his more gimmicky abilities.

If all this sounds really really weird, then good; that's the point. The idea of having really bizarre monsters I feel will benefit the game in a few ways. First off, it will allow me to design very gimmicky bosses and enemies. I mean, in how many games do you fight a disco ball? Secondly, it will be an extra incentive for players to play through the game. They may think "what on Earth could the next boss possibly be?" and keep playing. I hope this will work out pretty well. Tell me what you think!
 
This probably would be a better fit in The Great Library subforum of Cong, not in the main forum (though frankly IRC, which you can find a guide to getting on here, is probably the best place for this).

That being said, on the topic of this general idea for an enemy, I don't think that causing it to be basically an autodeath on the first try will lead to positive user experience. An extremely powerful enemy should be one that can be overcome primarily through skill and planning, not foreknowledge of it's game-ending strategy. Imagine if you had no idea what Perish Song did and no forewarning about what it does and could only learn about it in the Pokemon games via dying. Also, making an enemy that is based around disabling your party members tends to be a frustrating rather than rewarding experience; the Pokemon analogue would be Parafuse Jirachi.

I'm not sure how best to address these concerns but keep them in mind and good luck.
 
This concept for a boss seems interesting. I have a few suggestions to make it less of a simple tank-and-spank. In order to stop the boss from spinning, I think the player should do more than simply hit it with one physical attack. Perhaps making it stop after taking X amount of damage would be a better solution (have the boss's spinning slow down as a visual queue). It serves as a simple gear/dps check, and if blind-immunity armor isn't availible yet, it can get the player to do more than have one character simply on 'attack' duty. Also, would the spotlights only be attackable with ranged and magic attacks? With all of the magic defense that the boss has, having a wizard on your team would be quite fruitless unless it was their job to kill the spotlights (or if you plan on having wizards be useless intentionally). Speaking of the boss's magic defense, why doesnt it just reflect spells back at your team? As soon as I saw that your boss was a disco ball, that's what I thought one of its mechanics would be. As one last consideration, If your game has some sort of Performer class, maybe they should get some sort of buff during this fight.
 
This probably would be a better fit in The Great Library subforum of Cong, not in the main forum (though frankly IRC, which you can find a guide to getting on here, is probably the best place for this).

That being said, on the topic of this general idea for an enemy, I don't think that causing it to be basically an autodeath on the first try will lead to positive user experience. An extremely powerful enemy should be one that can be overcome primarily through skill and planning, not foreknowledge of it's game-ending strategy. Imagine if you had no idea what Perish Song did and no forewarning about what it does and could only learn about it in the Pokemon games via dying. Also, making an enemy that is based around disabling your party members tends to be a frustrating rather than rewarding experience; the Pokemon analogue would be Parafuse Jirachi.

I'm not sure how best to address these concerns but keep them in mind and good luck.

I completely forgot about The Great Library or IRC. I can't remember the last time I submitted to this part of Smogon, so I always get a little confused as to where these miscellaneous posts go.
As for this fight, the monster with this "autodeath" is actually a boss, so you don't need to worry about random encounters wiping out your team. However how you worded this concern has got me thinking. I would like to make sure that the player knows that letting the boss spin uncontrollably is a bad thing, but almost certain instant death is pretty cheap. Perhaps if it did less damage, maybe around half of everyone's max health as suppose to 9/10th of it wouldn't be nearly as devastating.
Thanks for taking the time to comment, by the way. Being a game designed by one guy I can sometimes accidentally blow some abilities out of proportion without realizing that I may of made them a bit cheap.

This concept for a boss seems interesting. I have a few suggestions to make it less of a simple tank-and-spank. In order to stop the boss from spinning, I think the player should do more than simply hit it with one physical attack. Perhaps making it stop after taking X amount of damage would be a better solution (have the boss's spinning slow down as a visual queue). It serves as a simple gear/dps check, and if blind-immunity armor isn't availible yet, it can get the player to do more than have one character simply on 'attack' duty. Also, would the spotlights only be attackable with ranged and magic attacks? With all of the magic defense that the boss has, having a wizard on your team would be quite fruitless unless it was their job to kill the spotlights (or if you plan on having wizards be useless intentionally). Speaking of the boss's magic defense, why doesnt it just reflect spells back at your team? As soon as I saw that your boss was a disco ball, that's what I thought one of its mechanics would be. As one last consideration, If your game has some sort of Performer class, maybe they should get some sort of buff during this fight.

I honestly didn't even think of magical reflection as a mechanic. It would make sense though, being that a disco ball is basically a giant orb of mirrors. Rows or other mechanics that make it so normal attacks can't hit something because it's on the background aren't really meant to be in the game. The idea is that all enemies would be in a line in front of you, and can be hit by anything. Although the spotlights can be destroyed by magic as well as physical attacks, the idea of the boss having high magical defense was more so to deter the player from trying to muscle their way through the fight with magic, since that only leads to having a frustrating time. Certain ways of fighting are obviously better for certain bosses, and the disco ball is simply not the mage's time to shine.
I really like the idea of having the boss actively speed up and slow down as you hit it. that will make it far easier for the player to tell what exactly is going on. Thank you for taking the time to comment on this. Being written and designed by one guy, it's always great to get some other's gamer's opinions on these sorts of things before I go all in with an idea.
 
I think you should make it so the spotlights are what allow the disco ball to speed up again (by focusing on it), so you need to take them out and focus on l'disque bolle at the same time, adds more depth
 
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