Two-Week UE5 Boss Fight Demo

Personal Project Combat UE5

Asset credit: Character models, visual assets, and animations were not created by me. Everything else in this demo was created and designed by me.

Core Mechanic

The fight is built around converting defense into offense through Momentum. A perfect dodge opens a brief buffed attack window; dealing damage during that window builds the Momentum meter, and filling the meter unlocks a powerful finisher.

This creates a clear player rhythm: read the boss, dodge at the last moment, stay aggressive during the buff window, and cash out accumulated Momentum. Instead of escaping pressure, the player is rewarded for remaining close and turning the boss’s aggression into their own advantage.

Experience Goal

This demo is centered on one core combat language: DODGE. I wanted the player to survive pressure by reading attack anticipation and using precise timing to turn defense into a counterattack.

I wanted the player to feel hunted, but never helpless. A successful dodge does more than avoid damage: it transfers initiative from the boss to the player, creating a continuous exchange of pressure, evasion, and retaliation.

Boss Design

Design Goal

The boss’s core design keyword is fast. Its speed and aggression are not simply there to increase difficulty; they amplify the demo’s central combat language—DODGE. The boss creates frequent, immediate threats, while precise dodging gives the player a way to answer that pressure. These two ideas are complementary parts of the same combat loop.

Behavior Logic

I designed the boss to make decisions from distance, attack availability, and the player’s current action. At long and mid range, it selects an appropriate attack or closes the gap. At close range, it can pressure, hold position, retreat, or counter. This keeps the boss proactive while preventing a single response from dominating every situation.

Boss behavior flowchart The boss checks distance, attack availability, and whether the player is attacking before selecting its next action. Start Is the player far away? Yes No Attack available? Yes No Use a long-range attack Close distance Is the player at mid range? Yes No Attack available? Yes No Use a mid-range attack Close distance Is the player at close range? Yes No Is the player attacking? Yes No Retreat, counter, or build rage Use a close-range attack or hold distance

Boss Moveset

I divided the boss’s skills into interruptible and uninterruptible attacks to control the exchange of initiative. Interruptible moves give the player moments of local control; uninterruptible moves force a defensive response and let the boss reclaim the pace. Each skill also answers a specific range or player behavior.

Close Range · Interruptible

Basic Attack

A two-part advancing attack uses Motion Warping to track the player, creating reliable close pressure without demanding perfect spacing from the boss.

Close Range · Uninterruptible

Six-Hit Combo

A clear warning precedes three ground slashes and three aerial spinning strikes. Its commitment creates sustained pressure while preserving readable counterplay.

Long Range · Uninterruptible

Sliding Rush

A high-speed slide immediately chains into an aerial combo, preventing the player from escaping pressure simply by creating distance.

Close Range · Uninterruptible

Retreat Attack

The boss jumps back to reset spacing, then fires a projectile from the air. It turns retreat into active space control instead of a passive reset.

Close Range · Uninterruptible

Retreat Variant

Instead of firing a projectile, the boss immediately teleports back in with a basic attack, punishing players who automatically chase the retreat.

Re-entry · Interruptible

Vanish Thrust

The boss disappears briefly, then reappears beside the player with an immediate thrust, creating a compact reaction test and rhythm change.

Character Design

Perfect Dodge and Momentum

The character’s core mechanic is the perfect dodge. Dodging within 0.2 seconds before impact grants a three-second buff window with increased movement and attack speed. During that window, damaging the boss builds Momentum.

Filling the Momentum meter unlocks one powerful, uninterruptible attack. If the player stops damaging the boss and does not trigger another perfect dodge, Momentum gradually decays. This turns precise defense into a temporary offensive opportunity and encourages the player to stay close, take risks, and capitalize on the advantage they earned.

Player Action Loop

01Read the boss attack
02Perfect dodge
03Use the buffed attack window
04Finisher at full Momentum