My main focus this sprint was enemy tuning and boss encounter mechanics.
I worked on two separate but related systems:
• Enemy stat balancing using spreadsheet-based design
• A multi-phase boss encounter with conditional damage windows and state transitions
My main focus this sprint was enemy tuning and boss encounter mechanics.
I worked on two separate but related systems:
• Enemy stat balancing using spreadsheet-based design
• A multi-phase boss encounter with conditional damage windows and state transitions