Removes boss bar and updates hivemind

This commit is contained in:
2026-03-10 09:35:03 -04:00
parent 3684517d1b
commit b1f453bb27
5 changed files with 85 additions and 85 deletions
+5 -5
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@@ -43,7 +43,7 @@ All enemies are corrupted Adaptive Maintenance Units — same chassis class as t
A containment unit whose crowd-control protocol has turned inward — it is now attempting to contain the entire room, including the player. Slow and methodical. The room itself becomes the threat.
**Room**: Large. No environmental hazards on entry. Preceded by a charging station (full HP restore before entry).
**Room**: Large. No environmental hazards on entry.
### Movement
Patrols the room perimeter in a slow, continuous circuit. Never crosses the center. Fully predictable path — the danger comes from what it leaves behind, not from the boss itself.
@@ -64,7 +64,7 @@ Drops a stationary proximity mine at its current patrol position each cycle. Min
A communications hub unit whose broadcast function corrupted into something aggressive. Erratic, unpredictable positioning. Forces the player to stay mobile and read the room constantly.
**Room**: Large. No environmental hazards on entry. Preceded by a charging station (full HP restore before entry).
**Room**: Large. No environmental hazards on entry.
### Movement
Anchors near room center but teleports to a random position every 810 seconds. No warning before teleport — position resets without notice. Punishes clustering near the boss.
@@ -85,7 +85,7 @@ Periodically broadcasts a signal that summons 23 Drifters. Not full waves —
What the corruption becomes when it fully realizes itself. Individual units lose their original purpose and merge into a single machine that was never meant to exist.
**Room**: Large. Largest boss room in the run. Preceded by a charging station (full HP restore before entry).
**Room**: Large. Largest boss room in the run.
### Phase 1 — Assembly
No central target yet. Corrupted units flood the room in waves — Drifters, Repeaters, Anchors. As each one dies, it is pulled toward the center and physically joins the assembling structure (visual indicator builds up). Player must clear everything they've learned across floors 1 and 2 simultaneously, under pressure. The Hivemind core cannot be damaged during this phase.
@@ -205,7 +205,7 @@ One item on a pedestal. No enemies. Safe. 20% chance to also contain a lore term
Unmanned. No NPC keeper. Sells 2 items + 1 consumable at fixed scrap prices. No haggling. Purely transactional — all NPC personality lives in the hub.
**Boss room**
One boss per floor. Each preceded by a charging station room (no enemies, full HP restore). Boss rooms are the largest rooms in the run.
One boss per floor. Boss rooms are the largest rooms in the run. No boss health bar — player reads boss state through visual phase transitions and the climax (blinking/dying) phase. Keeps tension high and encourages reading the fight, not the UI.
| Floor | Boss |
|---|---|
@@ -237,7 +237,7 @@ Both hazard types included in VS.
|---|---|---|
| Floor 1 | 45 rooms + boss | Learn the rhythm. One item. Maybe find the shop. First Repeater feels like a puzzle. Warden fight — room fills with mines, learn to manage space. |
| Floor 2 | 56 rooms + boss | Mixed threats. Find a body part. Build takes shape. One tense near-death moment. Relay fight — erratic, keeps moving, adds split focus. |
| Floor 3 | 23 rooms + boss | Room composition tightens. Anchors in tighter spaces. Charging station. Hivemind — three phases, everything converges. Victory. |
| Floor 3 | 23 rooms + boss | Room composition tightens. Anchors in tighter spaces. Hivemind — three phases, everything converges. Victory. |
**Target run time**: 2030 minutes.