Boss Design - Bear Ghost


I've always enjoyed designing boss mechanics, and here, I have my latest brain child: the Ghost Bear.

Ghost Bear (GB) is the boss of the, not surprisingly, ghost stage, and he's a little bit different from the other two bosses that I've designed so far.

1) GB is immune to physical weapons (those would be the Spork, the Hammer, and the Bazooka) and can only be harmed with the ever useful Vacuum.

2) GB wears armor that IS vulnerable to physical attacks, and is INvulnerable to the vacuum. Players need to physically attack and remove this armor before being able to suck the life out of GB.

You can imagine this fight requires the player to quickly switch between weapons, depending on whether GB is protected by the armor or not. 

GB with armor: Attack with spork/hammer/bazooka to remove the armor.

GB without armor: Attack with vacuum.

It's not that straightforward though. When GB is stripped of his armor, he goes bashful and attempts to run away from the mouse as best he can. That's not all. The removed armor? It now has a mind of it's own (hey, it's a ghost's armor after all, of course it's enchanted), goes berserk, and attempts to slap the mouse to oblivion. On top of that, GB enlists the help of a ghost paw that tries to smack the mouse away. All this while GB is covering his non-existent bits with one hand and fleeing from the mouse.


Of course, simply breaking armor and chasing after GB isn't THAT exciting.

When GB is pissed enough, he casts Imprison, and the mouse is forced to pull off a prison break before being burned to death.


Hit the correct lock (the green one). What happens if you hit the red one? Find out yourself when the game is released!

Jump at the right time to avoid the deadly steam coming out of the ground.

Do not YOLO and try to roll/run/glide your way out of the cell. You WILL regret it.

That's all for today! Hoping to create more blog posts like this. I really need to start documenting stuff.

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