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Hi! Thank you for pointing out the broken link and for asking this question.

Yes, defeating the boss is the shared objective, but defeating it as quickly as possible is not the main purpose of the game.

The boss is intended to be a social gathering point.

I want players to spend time together, talk, cooperate, joke around, create small conflicts, and react to one another. Some players may choose to help, while others may heal the boss simply because they enjoy creating chaos.

That choice is part of the experience.

The troll player is not necessarily “playing incorrectly.” They are creating another challenge for the community. The other players must communicate, adapt, use counter-skills, and continue working together despite the disruption.

The goal is not:

“Everyone spam attacks, kill the boss quickly, collect rewards, and immediately move to the next stage.”

The goal is:

“Can this group of strangers stay together, interact, and eventually overcome the boss—even when some members decide to troll them?”

Boss healing and other troll abilities would still need limits so that victory remains possible. However, I do not want to remove the freedom to troll entirely, because the unpredictable player behavior is an important part of the game’s identity.

The boss provides the challenge, but the players create the story.

Your comment helped me realize that the current project description focuses too much on defeating the boss and not enough on the social experience I actually want to create. I will clarify that. Thank you!