Serhii Kozlov Serhii Kozlov

> DEAD//SIGNAL

Boss fight prototype built during the Boss Fight Game Jam, 7-13 September 2026. Group project.

UE5 | C++

You are Prometheus, a neurologically modified metahuman built as the contingency plan for machines going rogue across Silver City. Your target is Hiramor, a hyper-intelligent machine that murdered every member of a church after witnessing a blasphemous act. You have one task. Put him out of his misery.

Hiramor holds a shield that reduces almost all incoming damage. The real damage window opens when you hack. Opening the hack panel stops you shooting. Four hacks drop the shield, stun the boss, raise a shield of your own, or heal. Sequences are regenerated every time the panel opens, so they cannot be memorised.

The fight runs in three phases driven by Hiramor's health, each with its own ordered attack sequence: bullet patterns, laser sweeps, and teleportation.

  • Data-driven attack system - attacks defined as editor arrays, no code changes needed
  • Delegate-driven UI - widgets bind to gameplay delegates instead of polling every frame
  • Object pooling - bullet patterns managed by a WorldSubsystem pool
  • Slate debug panel - a floating OS window with live readouts and phase-skip buttons

Credits:

Source Build Itch.io