top of page

AI Metrovania Boss (Feb 2024)

Personal Work (Except the assets)

This boss fight was built in Unity using NodeCanvas, using a behavior tree AI system inspired by boss designs from Castlevania and Dark Souls. The attack patterns intentionally preserve the "fast and delayed" attacks (a mechanic often criticized by players ) to create tension and precise timing.

The boss has three phases, each separated by an aerial transition where it ascends and rains down skull projectiles. For each phase, the core logic behind each skill remains consistent, but later phases introduce advanced difficulties. For example, the boss’s attack evolves across phases: in Phase 1, it’s just a simple melee attack, in Phase 2 the boss will vanish and reappear beside the player before slashing, and in Phase 3 each strike also releases a shockwave that travels from left to right.

image.png
bottom of page