Whomst 2: Diving Deeper
VFX Graph does not work on WebGL!
If you're planning on beating the whole game, please download the standalone version, otherwise one of the bosses will be almost invisible!
Health: 8000/18000/20000
Health: Normal / Hard / Impossible difficulty
Nebula Nimbus is not a hard bossfight. None of their attacks directly target the player. The best strategy is to charge, wait for the boss to get closer and try to hit it with all 3 of your charge shots.
Health: 8000/13000/15000
Dream Kyle teleports instead of moving around like the other bosses. This makes him very hard to hit, but the longer fight time makes up for it. Charging and waiting for the boss to teleport is a good strategy.
You can rack up a lot of damage in the last phase, as Kyle stops moving for a few seconds between teleports.
Health: 11000/15000/17000
Skylaer is the most fair, but challenging boss fight in the game. Their patterns are very recognisable. Skylaer also moves very slowly, so getting close with charge shots is a really fast way to deal a lot of damage.
You need a dash to avoid the large sphere attacks. When he does 2 of those after eachother, you want to dash early for the first one, so you have another dash for the second ball.
This boss will be practically invisible in the WebGL version.
Health: 12000/17000/20000
James Johnson is the final bossfight of the game. It can do a lot of damage really fast. I recommend holding your charge to move slower in the tight cube patterns. You can deal an incredible amount of damage by getting close here. If you build up your combo before charging, your charge shots will receive your combo damage bonus as well!
SFX credits to: Zapsplat.com
Status | Released |
Platforms | HTML5, Windows |
Author | Kristoff Red |
Genre | Action |
Made with | Unity |
Tags | Boss battle, boss-rush, Bullet Hell |
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