Boss Dungeon was an experimental research project into healthy use cases of appointment mechanics with fellow FIEA Tech Designer Austin Owens. I focused on the technical side of the project, setting up the appointment mechanics and designing the games balance, while my partner focused the 3D world of the game, UI, and level generation.
The Premise of Boss Dungeon was to be a resource management game where you play as the child of the devil. And as expected of any child of the devil, you have a large sum of money to invest into a startup company. Evil Dungeon Incorporated, or EDI for short.
Lure adventurers to the dungeon with your stored up wealth, open the portal to let them in, wait a while, shut the portal, and open your inner sanctums doors to see if they all died by your dungeon traps and minions.
The main mechanic of the game is appointment mechanics, and I used this as an opportunity to study appointment mechanics to find healthier and more ethical ways to go about this classic mechanic.
The project was discontinued after a few months, with both me and my partner refocusing out efforts into Soul Shard.
See my partner's work for more insights into the visuals of the game: Austin Owens.
Back to Top