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Gary is always here

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Gary is always here

Designing a boss people remember because of how he behaves.

I didn't want the Reclamation Center boss to be a giant enemy with more health and a louder attack. I wanted a character people would remember. His name is Gary, and Gary works here.

In the development build, he shows up in the first round and works outside the normal wave quota. I'm still exploring how his eyes could show how much health he has left. The fight should feel like dealing with a very angry employee who knows the building better than you do.

The balance is the part that matters. Funny doesn't mean unfair, and a memorable boss still needs readable attacks and real counterplay. The original design references are a starting point, not the final numbers.

I'm still tuning the encounter in the development build.