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I meant that maybe you could make portals as part of the game - bosses generate them and everything goes through. I think it would make the dodging way more interacting.

Oh, that sounds amazing! Writing it down so that I won't forget it anytime soon.

Hm, poison? I understand now what you mean but makes no sense in terms of WAKER. I'd suggest it to be energy that gets lost when the boss is shooting but it's not a physical overworld, is it?

I'm still figuring out the diegetic part - because WAKER is set in a space station's computer network, it could be that the player "injects" a line of code to destroy the boss, but it takes a long time to find it's way through.

Or actually, how much of the game will depend of one's own interpritation? I'm asking because another great thing about Undertale I haven't mentioned yet is that once you start theorizing and reading other's theories you have the feeling like many things are left up to your own interpritation but the deeper you get the more you realize how perfect (almost) everything ties together. That's why I'm trying to think of some logical explanations for how this game works but every update makes it more difficult. 

I think that's something hard to achieve for this game, what with all the procedural generation. However, there will be a narrative for the game, but in the form of logs left behind by humans and AIs. When you defeat levels, you unlock 3 bite-sized story logs to read. 

When the boss mechanics are sorted out, I'll begin to work on aesthetics and systems for the narrative/story part of WAKER!