Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To avoid risk, I restart when I get a debt or first person curse.
There are also bugs such as curses that don't break, spontaneous combustion, perpetual slowdown, rotating viewpoints, etc. Sometimes the Imposter becomes invincible even after overcoming them.
When this happens, the player has no choice but to escape the Imposter's room.
I like roguelikes, but at least this mode is not fun.
I'm sorry for my bad English.
I died
P.S. To take advantage of this setup for the impostor fight, you have to make sure your pets survive the third boss fight. Pets only come back after an encounter, which does not include boss rooms. Since the impostor fight is right after another boss fight, the pets do not respawn. So, either perfect the third boss or the impostor lol. IMO, the impostor isn't that hard compared to the other bosses. Since most of the fight is just 1v1 and the 2nd phase is entirely 1v1.
What nags at me more though is how it really just stings to have almost all the game's progression systems just not apply here; everything I worked towards in the main game doesn't matter anymore in the content I'm supposed to repeat the most, stuff like mentors, HP upgrades, taking one skill in with you, etc.
I feel like the mentor perks should be free if you already have that perk unlocked, maybe even let you have more than one at once as well, instead of outright replacing each other. That would expand on the mentor system instead of taking away from it in the end-game. Would like it if the other progression stuff applied too, letting you take one skill in, and also getting health upgrades from each boss you kill, something like that.
Mostly just spitballing, but it does bum me out that everything I worked towards just goes poof the second the end-game comes in, which is where all this stuff is supposed to culminate, not evaporate.
If you're not having fun with the mode, it might be a good idea to cool off. The achievement isn't important.
Personally I don't really care about any achievement, I mostly just care that the content designed to be repeatable doesn't make use of a any of the game's progression.
How is it designed to be any more repeatable when nothing really changes between runs on the same level (I'm not saying you're wrong, but the devs were pretty far off if that was the intent)? Once you finish Overtime 7, why would you ever come back?
Not saying Going Under changes massively between every run, but what I am saying is that Imposter Mode deliberately reduces the replay-ability by stripping the game of it's progression. It feels like it got too caught up in increasing the difficulty as opposed to increasing the replay-ability.
I don't have a problem with Impostor Mode reducing progression if it owns up to what it is: it's an Arcade Mode. I agree, if they were trying to maintain any serious replayability, difficulty alone doesn't get it done. It ends up being less replayable than the main game, not more.
Imposter Mode isn't advertised as an arcade mode, it's advertised as an infinitely replayable mode specifically trying to be more like a rogue-like. Yet as you state, it's less replayable than the main game is. It's a pretty big fatal flaw imo.