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Game design

Boss phases are overrated

written 2026-05-08

Many action game boss fights have multiple phases, where, after reducing the boss's hp to a certain threshold, its attack patterns change. Let's consider the potential reasons to design a boss like this, and the potential reasons not to.

When listening to others' thoughts on this, there's mainly one claimed pro I've heard:

But I think that's not a pro of phases. That's a pro of big movesets. Rabi-Ribi has bosses with huge movesets and, as far as I could tell, for the most part no phases. I never felt those bosses were repetitive, and I've never heard anyone else complain such either.

So I think there's only one real pro:

And, as the title suggets, I think there's at least one con too:

The implementation can mitigate or exacerbate these points. Let's look at a few examples:

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