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1) The player encounters a jarring difficulty ramp after the fourth shop: The player must defeat all Fnakker squad bosses plus Bram without any free healing or respite. These encounters are not diverse at all, and each boss has an attack pattern that consists only of "I am going to stupid the player to death with rocks/gum/sticks spam." It just feels stupid and unfair given the steady difficulty ramp up to this point.
2) King Cone should not be able to use his tongue attack while walking. As far as I can tell, this attack is unavoidable when the player is in range. In current state, the player has no choice but to take inescapable damage when King Cone randomly decides to walk past the player to the other side of the boss room.
3) The player should be temporarily invincible after killing a boss. Movement controls are immediately disabled after certain boss kills. Often times there are still projectiles flying around the room after a boss kill that leaves the player immobilized. There have been many times that I have taken full damage from a wayward projectile (and even died) after killing a boss.
4) The unskippable animations and deliberate cadence added to the boss level transitions feel slow and annoying.
5) Wuppo's signature slow conversation mechanics are in full effect in the Boss Run shop. I kinda wish that I could just click on Tein and have it take me directly to his shop inventory. I really did not need a long-winded justification as to why this part of the game canonically exists as part of the Wuppo universe.
As for things that I like about the Boss Run:
1) Murk and the Kneft Infestation are consistently tough to get through without damage, so it was an excellent choice by the developer to have the Breevis fight directly afterward. Breevis offers the player an opportunity to fully heal up for free, it just requires a bit of skill and practice. This also fits perfectly into the grand scheme of placing the hardest boss marathon directly afterward.
2) Blafknoft is a long and frustrating early-game boss fight, so it is nice that the player is given a shop visit directly afterward, along with some free healing throughout the fight.
Thank you for the feedback. It is very much appreciated. I'd also like to mention that we're very open to suggestions for Boss Run in its current state, and we take suggestions into consideration for an actual update, whenever we have time for it.
There is a boss run update coming very soon (hopefully today!). It will include the option to set your difficulty, so it becomes more accessible for players. Currently, Boss Run is only available in hard mode, and that's... a little too hard for the majority of players. Easy, Normal, Hard and Insane will all have separated leaderboards; The current leaderboard will be moved to Hard.
I can fairly easily change the order of bosses and the varieties of orders. Do you have any suggestions for a specific order that would work better?
Good suggestion. I will try to quickly add this for the upcoming update.
EDIT: added for 1.1.60+
Good suggestion. I will try to quickly add this for the upcoming update.
EDIT: added for 1.1.60+
They are skippable. Click on the left mouse button or press the interaction button on gamepad.
I agree it would be better if it were quicker. It's a bit hard to change it without overhauling the game's mechanics. I'll see if I can do something when I have some time.
Thanks!
-LARS
Boss Run is very hard indeed. However, that's not unintended. If you want more difficulty after finishing the story, Boss Run could provide that. There's no need to finish it on insane though. So if you want to breeze through it, just select a lower difficulty :)
Yes, you will need completely different strategies to defeat bosses than in the main game. You can actually increase your max HP (fatness blarb gives max HP). We feel this format makes it more interesting, instead of just fighting one boss after another with the items you'd normally get in the main game. If you dislike the format and you still want to fight the bosses, you can also just fight them individually without having to heal inbetween fights (or you can use practice mode to test out item strategies, before committing to them in all boss mode).
If you simply don't like Boss Run, that's understandable. Keep in mind, we've built Boss Run due to many players asking for it. It's a free update. Suggestions are always welcome though!
-LARS
And thank you for making the player temporarily invincible after a boss kill!
I wish there was more feedback from others on the Fnakker marathon at the end of Boss Rush.
I have tried to beat the No Shop Challenge for the Boss Rush on Hard, then on Normal without at least sixty times now, and I can consistently reach Fnakkers without a scratch and still holding my ice cream. I hit a wall here though and have no idea how to proceed.
I don't know if I just suck at dodging the rocks, or if I am failing to recognize valid strategies, but I feel pretty much hopeless and clueless as to how to get past these fights. I have never beaten more than one Fnakker squad boss in a single "No shop run". Projectiles linger on the ground for a long time, zoning the player out from traversing the battlefield, and the enemy projectiles move at a relatively high velocity for such short-range attacks.
I am open to suggestions on how to tackle each Fnakker squad boss, or would like to watch a pro beat them without shop upgrades.
Last Suggestion: Please don't give the player a Gumgum Gun upgrade by default in the practice modes, thanks!
http://astats.astats.nl/astats/Steam_Achievement_Info.php?Tab=2&AchievementID=19&AppID=400630
(I trust only AStats, because I know how heavily SAM is used)
And I don't see you among them, heheh.
For the fnakker friends, they are all different. Gnurk (The fat one) is probably the one that deals most damage. Pelvin (The blue one with the hat) reflects gumgumballs. Frank (the small one with the bad haircut) throws fnakker crackers at the others, which heals them. He prioritizes healing Gnurk (the fat one). But you can also intercept the fnakker crackers and be healed instead. Frank (healing fnakker) doesn't throw rocks, so you don't have to worry about him doing damage. He doesn't heal himself. The best way to beat them (for the impossible achievement) is to keep Frank around for a while, but try to separate him from the fnakker(s) that you are attacking, and try to intercept all the fnakker crackers to heal yourself.
For the bib fnakkers, try to fight them 1 by 1. Not at the same time.
Try to get in the middle, then push away the one on the left away by walking towards it, as they always try to maintain a certain distance. Then focus on the other one that you cornered on the right side of the screen. The one that's not carrying the oonion seems to be easier for me to take out.
Also, remember you can destroy their projectiles by shooting on them. The projectiles also get smaller as you hit them. The smaller they are, the less damage they do.
I'll add in the regular gumcore back in your inventory, so people can practice for the impossible achievement. Great suggestion. Thanks!
That site isn't exactly accurate. It's extremely far off in terms of owners/players as well.
https://steamcommunity.com/stats/400630/achievements
According to Steam's stats, 0.7% has the impossible achievement. It's hard to see 0.7% of what number it is exactly (e.g. owners or players?), but you can check the % relatively to the other achievements. For example, 0.8% beats boss run under 25 minutes. You can count those in the leaderboards (that's excluding the people that play offline). That would mean that about 32 people got the impossible achievement. That's still a low number, but Wuppo players generally aren't that committed to all boss run mode. 924 people have a place in the different leaderboards. That would mean about 3.5% of the (online) boss run players get the impossible achievement. Keep in mind that the majority of those 924 people probably didn't try to go for the impossible achievement at all. So the numbers actually don't seem that alarming to me. Especially for an achievement that is literally called "Impossible" xD.
However, I do feel like the high difficulty is what makes most players not commit to boss run at all. So I've added the following adjustment in 1.1.64:
You will start with 2 ice creams when playing on HARD & INSANE. You will start with 3 ice creams when playing on NORMAL & EASY.
You can activate the beta channel to update to 1.1.64 in about an hour from now.
Cheers!
- LARS
I don't know where this number is, it's pretty high, and it means at least 924 people finished the story mode and we probably can associate this number with 6,7% who has got the achievement for finishing the game, and it gives us 96 people with the impossible achievement. But then there is a SAM factor, people just unlock everything in a minute and return to Dota, let's assume SAM added 0,6% to all achievements, it means 924 is 6,1%, and 0,1% of people with the true impossible achievement will be 15. Or 30 for 0,2%.
+0,6% is not much, vice versa, I have in my library a game with broken achievement at 3%.
Anyway, I've uploaded version 1.1.64. Hopefully the extra ice cream will help!
Cheers, -LARS
For example, "All rounder" achievement here with 0,4% http://steamcommunity.com/stats/576130/achievements/
It NEVER worked, unlocked by SAM.
"THE END!" here, 3,1% http://steamcommunity.com/stats/338050/achievements/
NEVER worked.
Percentages you see on Steam are always wrong, the harder the achievement, the less people actually achieved it compared to easier achievements.