You’re making 5 dungeons strung together on the same narrative thread, with half a dozen extremely talkative bosses (and 3 that don’t really say anything).
It’s a bit late to try and downplay the lore-heaviness of it all.
Sounds weird coming from the guy who puts more speaking lines into his ideas than there are in the entire base game (and probably more than there are in most of the dungeons in the Ideas sub-forum combined).
Only when the speculation can be built upon foundations laid by the game’s narrative, not when you have a character that’s a huge glaring self-contradiction.
What’s the consequence for killing gods and goddesses in most video games? You become the ultimate badass and everyone inside the fictional universe respects or fears you.
What’s the consequence for destroying an important concept like Space or Time? Well, nobody knows because that never happens in video games, so the only perspective we could have on that would be a more “realistic” one, namely that it would fuck up our reality beyond repair.
Yes, because, again, they fit the basic template we have in our minds for what a video game opponent should be.
If you tell me to go fight Death, it’ll probably start some weird half-philosophical discussion (and mostly lead me to question how much sense it makes to make us fight Death in a game that’s entirely based on the idea of death being something you can never truly defeat, only learn to cope with).
If you tell me to fight Bellico, God of Death, I’ll just think it’s another RPG villain and won’t think twice about it.
But… why? If you look at situations like the Tomb boss fight or Oryx Castle, you have environments with a lot of projectiles being thrown at you constantly and small Armor Breaks hidden inside of them, and nobody has ever criticized those for being unfair because they’re still perfectly noticeable and can be dodged with some practice.
4 of them (5 if you also count the Bridge of Woe) rely on turning terrain tiles harmful to limit the player’s movement, which isn’t even original to this dungeon since it’s an idea that’s already being used in the Woodland Labyrinth boss fight, Deadwater Docks (both the dungeon and the boss), Shaitan and Pyrr’s boss fight in LoD.
Laidly Wyrm being in two parts with a different sprite and different attacks is just a more complex version of the Rock Dragon/Eye of the Dragon event fight or the Woodland Labyrinth boss fight.
The Erl-King is a mix of the Woodland Labyrinth boss fight, the Forbidden Jungle boss fight and the first Haunted Cemetery boss fight.
So no, I would argue these bosses, for the most part, aren’t unique in this game. However, that doesn’t necessarily make them bad or poorly designed: for example Khazul’s shockwaves make Trickster/Plane Rogue/Mystic with the new UT Orb from the Erl-King very interesting to play against him, and could be used as counterbalance against Stun (since it’s a change of tiles, not a projectile attack, you could have a phase where Khazul could be Stunned to remove his projectiles and give more leeway to the group while still throwing shockwaves to keep you on your toes).
There only two boss mechanics I’m really not a fan of: the Bridge of Woe and the relics, for reasons explained above, and the infectious rage in the final boss fight, which I feel is a downgrade when compared to the Tomb.
At least in the Tomb you can control how close to rage each boss is and in what order you want them killed. Forcing players to keep all bosses at the exact same level of aggressiveness and to kill them more or less at the same time removes a whole layer of depth from the fight.
If we were talking about swarms of small enemies, maybe. But putting it on a huge boss, when every other huge boss in the game can (in theory) be walked through without any consequences? Players aren’t going to understand it.
I’m not saying you have to do it (actually, in a sense it’s more interesting to keep it as is just to keep discussing it in the thread), but I am saying it will have to be done if this ever gets an actual release.