Devlog #5: Designing Bosses to Teach Through Fear
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[/p][p]In today’s devlog, we are discussing one of the most important aspects of Nightmare Circus: the bosses’ design philosophy. During their development, we wanted to prioritize two main aspects for the biggest challenges: memorability and teaching the players.[/p][p]In Nightmare Circus, bosses and mini-bosses were never meant to be simple obstacles for players to overcome. They were created to be a means to learn the mechanics progressively.
Through their moveset and abilities, they will make sure that you will master step-by-step the optimal actions that will defeat them, and eventually help you in future levels…[/p][p]Just as important, they must be memorable characters.
If a boss is meant to test the player’s understanding, its identity must communicate that purpose instantly through shape, silhouette, movement, and atmosphere–even before the fight starts.[/p][hr][/hr][h3]Designing the “Face” of a Lesson[/h3][p]Every time the designing process for a boss in Nightmare Circus, begins with a single question:
What is this boss teaching the player?[/p][p]
[/p][p]The answer to that question defines everything, from proportions and posture to animations and the timing of their entrance. We intentionally design bosses with strong, readable silhouettes: exaggerated limbs, theatrical poses, and movements that can be understood at a glance. Players should feel the danger of a boss before fully understanding it, and realize they are in for a greater challenge.[/p][p]Beyond clear proportions, our boss designs are shaped through close collaboration between the gameplay team and the narrative team. We want to ensure that every character is not only functional within the combat system, but also faithful to the story, personality, and emotional direction established by the narrative.[/p][p]Color choices, materials, surface details, even small elements like stitched seams or dangling parts are all designed to reflect each character’s theme and state of mind. Color is not only used to separate enemies from the environment, but it also reinforces mood, emotion, and the tone of each fight. Our goal is for players to do more than just fight a boss; we want them to slowly fall into that boss’s nightmare stage without even realizing it.[/p][p][/p][hr][/hr][p][/p][h3]The Souls-like DNA We Chose to Embrace[/h3][p]While Nightmare Circus is not a Souls-like game, we deliberately adopted one core philosophy from the genre, which is respecting the player’s intelligence.[/p][p]Our bosses are not designed to feel random or unfair. Their attacks have weight, their movements have intention, and mistakes are punished, but fairly. When players fail, they usually understand why: poor positioning, overcommitment, or ignoring the surrounding space.[/p][p]At the same time, we don’t ask players to win through precision alone. Bosses in Nightmare Circus leave room for creativity–using collisions, manipulating the stage, and turning momentum into advantage. The tension comes from pressure, not from unfair design, and the trial-and-error process must feel smooth and pleasant for everyone[/p][p][/p][hr][/hr][p][/p][h3]Mini-bosses: The First Teacher on the Stage[/h3][p]
[/p][p]Mini-bosses are where this philosophy begins to take shape.[/p][p]In the demo, Mr. Kettlebell is designed to be direct, heavy, and honest. He embodies physicality and momentum as a character. His powerful swings, readable attacks, and constant spacing pressure reinforce a single lesson: your movement matters.[/p][p]If players are still unsure of their movement, positioning, or timing, Mr. Kettlebell applies immediate pressure. But once players understand when to engage, when to retreat, and how to control space, the fight becomes readable.[/p][p]Defeating him is not about finding shortcuts, but it’s about truly mastering the fundamentals. Which is something you must know before proceeding through the next challenges awaiting you.[/p][p][/p][hr][/hr][p][/p][h3]Rewarding Understanding[/h3][p]
[/p][p]Victory over a mini-boss should not end with relief alone.[/p][p]After defeating Mr. Kettlebell, players receive a new ability: Slingshot. This is not simply a new weapon–it is a reward for understanding. It tells the player:
“You’ve grasped the basics well enough. Now we trust you with a more powerful tool.”[/p][p]This process ensures that you don't feel overwhelmed with many tools at once, but rather learning progressively and feel confident with a few mechanics first, so that you can move on and master the next kit item that you will use throughout your adventure.[/p][p]Another main principle that guides all of our boss's design is that we avoid explicit instruction.[/p][p]We don’t want to tell players what to do since that would go against the idea of respecting the users’ intelligence, besides stripping you of the satisfaction and pride to understand and overcome the challenge without external support.[/p][p][/p][hr][/hr][p][/p][h3]Bosses: Testing True Mastery
[/h3][p][/p][p]The final demo boss, Strongman, elevates everything further.[/p][p]Visually, he represents dominance and control. His mass, posture, and animations communicate crushing pressure. Mechanically, his purpose is singular: to test how well the player can use Slingshot.[/p][p]Strongman does not demand faster reactions. He demands understanding of momentum, angles, and collision timing.[/p][p]If Slingshot is used hesitantly, the fight becomes oppressive and exhausting. But when players begin to use it with confidence and intent, the fight opens up.
This is the first big leap the players will have to take to move on, since the Slingshot is a core mechanic in Nightmare Circus, we added extra emphasis to make sure that you become fully aware of its potential and use case scenarios.
And the proof that you learned is defeating the Strongman[/p][p][/p][hr][/hr][p][/p][h3]What Comes Next[/h3][p]This dev diary only scratches the surface of our boss's design philosophy.[/p][p]In the next update, we’ll be sharing announcements about Steam Next Fest,
along with a changelog for the upcoming demo version, directly shaped by player feedback.[/p][p]The circus continues to evolve.
And the next performance… is about to begin![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]
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Through their moveset and abilities, they will make sure that you will master step-by-step the optimal actions that will defeat them, and eventually help you in future levels…[/p][p]Just as important, they must be memorable characters.
If a boss is meant to test the player’s understanding, its identity must communicate that purpose instantly through shape, silhouette, movement, and atmosphere–even before the fight starts.[/p][hr][/hr][h3]Designing the “Face” of a Lesson[/h3][p]Every time the designing process for a boss in Nightmare Circus, begins with a single question:
What is this boss teaching the player?[/p][p]
“You’ve grasped the basics well enough. Now we trust you with a more powerful tool.”[/p][p]This process ensures that you don't feel overwhelmed with many tools at once, but rather learning progressively and feel confident with a few mechanics first, so that you can move on and master the next kit item that you will use throughout your adventure.[/p][p]Another main principle that guides all of our boss's design is that we avoid explicit instruction.[/p][p]We don’t want to tell players what to do since that would go against the idea of respecting the users’ intelligence, besides stripping you of the satisfaction and pride to understand and overcome the challenge without external support.[/p][p][/p][hr][/hr][p][/p][h3]Bosses: Testing True Mastery
This is the first big leap the players will have to take to move on, since the Slingshot is a core mechanic in Nightmare Circus, we added extra emphasis to make sure that you become fully aware of its potential and use case scenarios.
And the proof that you learned is defeating the Strongman[/p][p][/p][hr][/hr][p][/p][h3]What Comes Next[/h3][p]This dev diary only scratches the surface of our boss's design philosophy.[/p][p]In the next update, we’ll be sharing announcements about Steam Next Fest,
along with a changelog for the upcoming demo version, directly shaped by player feedback.[/p][p]The circus continues to evolve.
And the next performance… is about to begin![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]
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