Disclosure: we make Boss Lab, so we're biased. We've tried to make this useful whether or not you install it.
Most games hand you the boss. You learn its patterns, die a few times, and beat it. A small but growing set of games flips that around and lets you design the boss. Mario Maker did it for levels. Dungeon-keeper-style games did it for lairs. On mobile, the idea has mostly shown up in robot builders, where the "boss" is a machine you put together and send out to fight.
What makes a good boss maker?
After a lot of playtesting, we think a game needs four things before "build your own boss" feels good and not just like dressing up a character:
- Visible parts. Every change should show on screen. A boss is a silhouette first.
- Behaviour, not just stats. A boss is scary because of what it does. You need to shape its personality, not only its HP.
- Something worth beating. Your creation needs opponents that push back, or there's nothing to design for.
- An audience. Half the fun of making a boss is watching someone else run into it.
How Boss Lab handles each one
- Parts: 60+ heads, bodies, arms, legs and weapons, with rarities up to Mythic. Mixing them changes both the look and the stats.
- Behaviour: every boss gets a brain. A Hunter stalks, a Counterstrike punishes mistakes, and a Berserker gets stronger and angrier as it's damaged. The same body plays completely differently with a different brain.
- Something to beat: a 100-boss campaign where every opponent is itself a designed boss, so you learn by fighting other people's designs.
- Audience: the async Arena. Your boss defends while you're offline, and other players' bosses are waiting whenever you open the app.
Fights are automatic. You don't dodge or tap; you watch your design succeed or fail, change it, and run it again. It's a design game played through combat.
Other games in the neighbourhood
If you like the idea, these are worth knowing:
- CATS: Crash Arena Turbo Stars. You build battle vehicles and the fights run automatically. The closest ancestor. (Boss Lab vs CATS)
- Super Mechs. Turn-based mech building with deep part theorycraft. (Boss Lab vs Super Mechs)
- Robotics! Build a robot and teach it to move by hand.
- Gladiabots. For people who want to program the AI line by line.
What sets Boss Lab apart is the framing. You're not building a car or a soldier, you're building a boss, the thing other players have to get past.
Design tips if you're starting out
- Start with the brain, then build the body around it. A Berserker wants to survive long enough to get angry, so give it bulk.
- Counter-build. If a campaign boss beats you twice, the answer is usually a part swap, not grinding.
- Keep a "gimmick" boss for the Arena. Odd builds catch out players who only prepare for meta builds.
Try making one
Boss Lab is free on Android: Google Play. There's a list of other builders in our robot building games for Android hub, and the trailer shows boss fights in motion.
More at bosslab.xyz.
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