I left it open to decide how the player wanted to play. If you just want to attack, then that's an option.
I was hoping to make the boss huge and intimidating to help out with the RPG final boss kind of feel, so I'm glad that translated.
The running up to the boss part definitely needed more smoothing work to help out what I was trying to get across. In many old RPGs the character runs over to the enemy, does an attack, then jumps back, that's what I was going for. But yeah, needed some more visual queues and some new artwork that I had to cut due to real life.
Thanks for playing!
The attack thing was like, I have two easy options
1. Kill the player and game over them if they just barely make it to the block and get hit
2. Let the player escape the consequences and attack without getting hurt
So I opted for the more forgiving to keep things fun. I don't particularly like frustration games.

























