Improving Oblivaeon

The release of the mid-boss of Sentinels (Iron Legacy) has got me thinking about the final boss of Sentinels and how it could be improved. The big problems with Oblivaeon, in my opinion, was that there was too much going on, it took too long, and it was too hard (Especially if it meant spending six hours per faulure). But I think I came up with a way to solve these problems, while still keeping Oblivaeon epic.

I think Oblivaeon should not be a single game, but a mini campaign, with each game telling part of the fight. That away when people finish one stage, they can easily pack up the game and come back to it later and not have to try and remember what is going on. And if you fail a stage, it is not like you wasted a day doing so. This allows you to make each stage feel like something that you need to struggle to overcome.

And you could even play with it. Provide consequences for losing, or allow curtain things to carry between games. Maybe have branching paths. And you could even have multiple endings, not all necessarily good. But then, the final battle of the campaign should be a bigger, more epic game of Sentinels. But now you don’t need to make it something that you have to plan a day around.

I think I posted pretty much exactly this idea a while back? Fight one environment at a time, and never play that environment again if OA successfully destroys it. But I’m not sure how you would successfully win. Besides, I really really love the gameplay provided by the mission/reward cards, and those are much too overpowered for even games against Ultimate Akashbhuta, Ennead or Chairman/Progeny/Matriarch/IL.

Except that I think that that the switching environments thing was good. The problem is that you just had too much else going on. So imagine a mission where you have two environments that you are trying to protect while completing missions to gain allies to help keep the overwhelming numbers under control. You win when you get so many allies. At that point, you no longer have to worry about defending multiple enviroments in the further missions. You use the mechanic in a more limited way as to not overwhelm people. Then tie it into the story, and give a sense of accomplishment when you overcome the threat and uou don’t have to worry about it anymore.