Dev Update #3 — The First Boss Talks Back
Most shoot-'em-up bosses are just a big sprite with a lot of health. This week I built one that introduces himself first.
We're four days into the Shadow Raid sprint — eleven weeks out from the July launch — and the game just got its first proper boss fight. Not a placeholder. Not a bullet sponge. A real encounter, with a name, a face, and an attitude.
Meet AETHELRED.
He's a scarred, one-eyed veteran who stole the classified documents your pilot is sent to recover. When he flies into position, the game pauses, the screen darkens, and he tells you exactly how this is going to go:
"Those documents are mine now.
You will not leave this place alive, pilot."
Then he stops talking. And that's when it gets ugly.
The Fight
AETHELRED runs four weapon systems at once, each mapped to a different gun on his ship. Rapid bullet bursts from the cannons beside his core. Slow, heavy plasma orbs from the wing turrets that you can't destroy — only dodge. Homing rockets from the rear. And the centerpiece: a screen-wide super laser that carves down the middle and takes half your health if it catches you.
The trick was making the bullet patterns leave gaps. Early on, the cannons fired non-stop and there was simply no way to slip through. Now they fire in bursts of four, then pause for a beat — just long enough to thread the needle. A boss should be hard because it demands skill, not because it's mathematically impossible.
The Escort Problem
Here's the design knot I'm proudest of untying. Your ship burns fuel constantly — it's a resource that drains the whole level. So how do you survive a long boss fight without running dry?
The answer: AETHELRED calls in escort waves. Every fifteen seconds, a squad of fighters flies in to back him up. They make the fight harder — more bullets, more chaos — but every fourth one you destroy drops fuel or health. So the escort is both the threat and the lifeline. You have to engage it to stay alive. It turns a survival problem into an active choice: chase the boss, or clear the squad for supplies?
- AETHELRED — first boss: 4 weapon systems, intro dialogue, escort waves
- Shield power-up — absorbs 10 hits, with an aura that fades from blue to red as it depletes
- Rapid fire power-up — progressive levels that add bullet streams
- Rocket support strike — call down a wave of missiles on a cooldown
- Full damage-system rewrite — one code path, so the shield now protects against everything
- Animated enemy lasers + a new plasma projectile
Under the Hood
The biggest invisible win was rebuilding how the player takes damage. Before, the shield only blocked collisions with enemy ships — bullets and lasers slipped right past it, which made it feel broken. Now every source of damage in the game flows through a single function. Add a new enemy in Act 2, and the shield protects against it automatically. Boring to write, but it's the kind of plumbing that saves you from a hundred bugs down the line.
Did It Work?
The real test of a boss is whether you can beat it. I played through the fight myself, and it took a few attempts before I won — which is exactly where I wanted it. Hard enough to make you learn the patterns. Beatable enough that the win feels earned. That's the whole philosophy behind Shadow Raid: keep the player on edge, always something happening.
What's Next
Now that the boss works, the reward comes next: defeating AETHELRED will unlock a new ship with a new weapon type. After that, it's building out the full set of Act 1 levels, a complete playthrough test, and then on to Act 2. Eleven weeks. The clock is ticking.
// WHILE SHADOW RAID IS IN THE WORKSHOP
▶ PLAY SHADOW BLOCKSSolo dev, Sunderland UK. Building a studio one game at a time.