Finish day seven with at least 50 fans to succeed. The trick is not to crush every adventurer immediately: when a hero falls, your boss's HP should already be below that hero's gold thrill line. Ending the fight inside the green “brings friends” zone is even better because that hero will return with friends the following day.
Play free: https://marihugames.itch.io/boss-on-duty
From your first fight to the final day
- Open the browser game on a computer. Use the language switch at the upper right for English or Simplified Chinese. You play entirely with mouse clicks; mobile support is not ready.
- Fill the six move slots in the order you want the boss to perform them. Breather deliberately exposes your boss so the hero can land hits.
- Click Fight! and watch the automatic battle. Compare your remaining HP with the gold line and the green zone on the health bar.
- If the adventurer falls while your HP is below their gold threshold, the encounter is thrilling. If the HP is in the green zone, that hero can bring friends tomorrow under the published rules.
- Read the end-of-day report. It identifies who was thrilled, frustrated or bored and explains why. Use that feedback to rearrange the next day's six moves.
- Repeat for seven days. Check whether your popularity reaches 50 at the end of day seven. A run is advertised as taking roughly six to eight minutes.
Decision table
| Situation | What to do | Intended result | Evidence |
|---|---|---|---|
| You defeat heroes too quickly | Move or add a Breather earlier in the sequence | Allow more damage before the finishing blow | Official mechanics; tactical inference |
| Boss HP stays above the gold line | Delay your strongest attacks in the next attempt | Finish after crossing the thrill threshold | Official threshold; inference |
| Fight ends in the green zone | Keep that arrangement as a reference and read the report | Encourage a return visit with friends | Official green-zone rule |
| A hero is bored | Give the hero more opportunities to strike | Avoid a one-sided fight | Official outcome types; inference |
| A hero is frustrated | Reassess whether you have allowed too much damage or an unsuitable finish | Aim for a satisfying close call | Official outcome types; inference |
| Heroes start dodging | Test a different move order | Counter their growing familiarity | Official learning mechanic; inference |
| Day seven ends | Check the fan count | 50 or more means success | Official win condition |
A sensible opening experiment
Start by putting at least one Breather somewhere in the early slots and offensive moves in the others. This is a test setup, not a proven winning combination. If the boss wins while barely taking damage, create more openings before the decisive attack. If your chosen pattern produces poor outcomes, reduce the openings or bring attacks forward, then compare the daily report. The game is about controlling the quality of a victory, not simply its speed.
FAQ and mistakes
Why did winning a fight fail to earn popularity? Adventurers who lose too easily get bored. A boss victory and a satisfied visitor are different things.
Can I repeat one sequence all week? Heroes learn your pattern and become better at dodging. Review the result rather than assuming yesterday's six slots will work forever.
Should I reduce my HP to zero? The published rule concerns your HP when the adventurer falls, particularly the gold and green thresholds. Exact zero-HP behavior, individual move values and a guaranteed seven-day solution have not been independently play-tested here.
Conclusion
Your job is to stage a convincing near-victory for the customer. Set six moves, let the hero hurt you enough, finish in the desired HP range and adapt every day until you reach 50 fans.
Source: Marihu Games' official instructions in English and Chinese. Published October 24, 2026 at 06:14 UTC; checked October 24 JST. The mechanics are developer-confirmed; suggested adjustments are reasoned tactics, not a claimed completed run.




