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Through its hectic, difficult fights against a variety of different bosses, Metempsychosis greatly encourages and rewards mastery over its various systems...

Players battle against large imposing enemies known as Guardians using an advanced sentient artificial intelligence known as S1D-RTA.  Using S1D-RTA's power of Metempsychosis players are able to battle two bosses; Garuda and Makara.

The Metempsychosis ability relies on the players meditation stat, represented by the off-white bar located on the player HUD.

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Once the bar is full players can press the "X" key to fire a powerful virus into the fuselage of any wrecked ship and takeover command.

The second Boss, Makara, was designed to heavily restrict the players movement options whenever it made an attack. Makara was equipped with a number of attacks as well as some player de-buffs that can be activated at will.

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Creating each boss was a complex process of paper-design including visual descriptions, behavior abilities, attack patterns, and movement patterns...

Each behavior ability had editable surface level stats within the engine so that as progressed I could quickly alter the abilities of each boss on the fly...

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Finally, each boss had its behavioral abilities hooked up with their attack and movement patterns, to create the challenging bosses seen within Metempsychosis.

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