Bosses are entities that spawn and attack the nearest player. Their stats can be modified through the level editor, or disabled entirely through global settings. Bosses are damaged when hit by bullets from any source except themselves or other bosses. Bosses themselves can pass through anything, but their bullets cannot. Boss bullets function exactly the same as other bullets, but are not affected by teleporters to decrease the chance of desync.
Disabling Bosses
Don't want to play with bosses? Just don't place any of their spawning spots in your level. If you are playing on a default level (which can't be edited), just go into global settings from the main menu on the game tab, and enable the setting "Force Disable Bosses" to true. This can be toggled at any time, so use it!
All of these settings below are changed in the level editor.
Boss Health
Boss health is set through the level editor, and so is the BH randomization (boss health randomization). The randomization is a value from 0 to 80 (in percent) of how much to randomize boss health when bosses spawn. If randomization is set to 20 and your health is set to 100, the actual health of bosses can be between 80 and 120.
Boss Spawning Interval
Sets the time (in frames, 60f = 1 second) that must pass before a boss is spawned. Set when the game starts, or reset whenever a boss spawns, once this timer reaches 0, a boss is spawned. There is also a randomization value that works just like the random system in boss health. You can see the time left before a spawn in the top game HUD.
Max Bosses
Sets the max bosses that can be spawned at once. While the max number is reached, the spawning interval timer is frozen until a boss dies and the cap is alleviated. Having a high number of bosses on screen at once can cause network congestion depending on your network speed, so keep that in mind!
Phases
All bosses have 3 phases, being:
Phase 1 when health >50%, this phase generally has calmer attacks and less aggressive behavior.
Phase 2 when 25% < health < 50%, this phase ramps up a little bit in both attack types and aggressiveness.
Phase 3 when health <25%, this phase is both the most aggressive, but some bosses also have flee modes that activate more often here, making them harder to hit.
ObamaPrism is the first boss of Mazified and looks like, well... ObamaPrism. He is a ranged attacker, with multiple bullet-hell type attacks.
Modes
Idle: sits in current position and can occasionally shoot at the nearest player.
Chase: targets and runs down the nearest player until within range and then switches to attack. Chasing speed is increased in later phases.
Attack: ObamaPrism has a wide variety of attacks, and uses more dangerous ones in later phases.
Flee: runs away from the nearest player (or jitters violently if in-between two).
Attacks
Basic shoot: shoots a single bullet at a time rapidly at the nearest player. Shoots faster bullets and with shorter intervals in later stages. This attack is used in stages 1 and 2.
Barrage: shoots a barrage of bullets all at once with a slight spread towards the nearest player. Shoots faster bullets and with shorter intervals in later stages. This attack is used in stages 1, 2, and 3.
Spiral 2: spins in a spiral pattern and shoots 2 spiral arms of bullets out from it's center. Always shoots at bullet speed 5, and shoots more bullets on later stages. This attack is used in stages 1, 2, and 3.
Spiral 3: only used in stage 3, this attack is just like spiral 2 but instead shoots out 3 spiral arms of bullets. Boss also spins faster for spiral 3 than for spiral 2.
Circle: shoots a circle of 15 (in phase 2) or 20 (in phase 3) bullets in a circle repeatedly. This attack is used in stages 2 and 3 only.
Liverstealer is the second boss of Mazified, and contrary to ObamaPrism, is a melee attacker.
Modes
Chase: chases after the nearest player and leaves a trail of Spoo Particles.
Attack: dashes towards the nearest player.
Attacks
Spoo particle trail: left behind wherever he goes while in chase mode. Phase 1 - deposited every 12 frames, deals 1 damage, lasts for 120 frames. Phase 2 - deposited every 7 frames, deals 1 damage, lasts for 150 frames. Phase 3 - deposited every 5 frames, deals 2 damage, lasts for 200 frames.
Dash: dashes towards the nearest player at player speed x2.5, x3, or x4 in phases 1-3 respectively. If he hits you in this phase you take 3 damage, which can repeat every 20 frames.
Giant spoo: when destination is reached from dash attack, LiverStealer leaves behind a Spoo Particle that is 1.5x his size, deals 2 damage when touched, and lasts for 180 frames.
Spoo Particles
Spoo Particles are trails left behind by LiverStealer. Touching one deals from 1-3 damage depending on the method it was deposited in. Each Spoo Particle deals damage to any player in it every 30 frames, but you can get hit by more than one particle within these 30 frames (each particle has its own timer).