Sure thing! Here’s a human-like version of your article:
—
Okay, so Ra Ra Boom is finally out there. Can you believe it? I mean, the Gylee Games team poured so much sweat, probably some tears—and yeah, definitely love—into it. And now it’s available for you on Xbox Series X|S. Mad exciting, right?
So here’s the deal: Ra Ra is basically a side-scrolling beat ‘em up, and let me just tell you about a few of the enemies you’ll be throwin’ fists at. Or, I dunno, maybe just smacking around? Depends on your style, I guess. I’ll dive into the wild ideas behind three of my all-time favorite baddies in Ra Ra Boom.
Oh, and one thing before I forget—adding lanes to the combat area? Absolute game-changer. It opened up so many options for designing enemy encounters.
### The Brute
Ah, The Brute. Man, this one’s special. It’s kind of our shout-out to the best roller coaster ever (seriously, I’d die for it). We got this wicked idea to use train tracks as lanes in the battle arena. So, when we turned a monster into a coaster cart, it just kind of clicked. And yep, it gave us all that juicy variety for a full-on boss fight.
Let’s break it down: Brute mode has this intense pouncing move. You gotta catch the tell before it leaps—tricky, huh? Add in a gnarly chomp, and suddenly you’ve got more attacks than you know what to do with. And then it becomes a coaster and DUPLICATES! That means jumping between lanes or blasting them outta your way. The goal was a multi-phase boss fight with a buffet of choices, which—fingers crossed—we totally nailed.
### Martin
Martin was literally the last enemy we whipped up for Ra Ra, chilling in the Arcade level. We realized something was missing—a need for players to bust out some jump attacks. Enter: flying enemies.
Hilariously, when we first made a floating character, it was a disaster. You ever had no freaking idea where the enemy is in relation to you? Yep, that happened. So we scrapped it. But, lo and behold, right at the end, we thought, why not give this enemy holographic legs? Suddenly, everything made sense. We plopped a little robot toddler on those giant holographic legs, cracked up at the sight, and boom, Martin came into existence.
### Bruce
Bruce—oh man, where do I even start? This boss fight? Nightmare to design. I can’t even count how many versions we went through to get it right. Since the fight was a full-on chase, hello, motion sickness!
Weeks, I tell you—weeks of tuning the background before I could play it without feeling queasy. Once the nausea settled, all we had was a chase scene. Players just ran and dodged. When we tested this at GDEX and PAX, folks were like, “Is that it?” Yikes.
So, say hello to Eugene, this funky, anxious robot sidekick. Players initially blew up Eugene to take down Bruce, which seemed cool until it wasn’t. We slowed the chase down, gave players more agency, and gradually ramped up the action. Phew, finally the Bruce fight fits the hype.
### Your Turn
Enough about me, though. Get your hands on Ra Ra Boom and let me know which enemy you’re itching to KO first.
—
So there it is! Enjoy the game and all its whacky characters. It’s a wild ride, trust me.