I took the requirement of the boss in a game design sense rather than the "boss in a job enviroment" meaning. So what makes you a boss is that instead of doing the hunting yourself, progressing through maps and all, you are the one being hunted, and at the same time instead of powering up through levels, you do so by changing phases every time you die, in the same manner a boss would in most games. For the theme, I went with a more literall approach, you need to literally stand on the edge of an attack to absorb it's powers, hope this clarifies that. Thank you a million for playing the game and for your input, I think the ammo generation rate has some room for tweaking as well!