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One, now that I've gone through it again I think the real thing that affects Anger's adds is a layering problem. You can't really see what the adds are up to if they're overlapping with the boss. This is also partly the problem with Bargaining and I'm starting to wonder if it's actually something the plagues many, many regular room layouts where damage comes from "nowhere" because certain enemies love to crowd on top of each other, rendering many tells obscured if not unseeable.
Two, re: Depression. I remembered the one thing that is funky and feels a bit unfair/RNG with the jumps. Sometimes Depression only jump 3/4s across the room (or in one of my latest runs like 7/8ths weirdly) at which point there's a lot of uncertainty as to what comes next. Often I'll try to take advantage of the gap only for Depression to jump again into the wall. Presumably this is avoidable with a really careful drop to the ground and a dash, but oof. Other times I get caught jumping back over because Depression decided to jump to the other side for another mega laser. (Is the jump distance affected by slow effects? Not sure how I feel about slow effects having a potential downside against bosses for how much it can screw up their patterns...not that this is anything new in the action roguelike space.)
Three, the graphics for the base Shotgun's projectiles seem to be misleading? If they reach full bloom it really, really looks like they should hit more often than they actually do. I first picked up on this with random level 5 enemies, but it's easily replicated even with the training dummy and no relics where purely based on the graphics you can watch the projectiles overlap with the enemy sprites and inflict no damage.
In general as I've played the Shotgun has always felt really off to me and this might be partly why. I'm also not a fan of how unwieldy it can actually be to land shots, especially on smaller/faster enemies, because it feels like there's a mismatch between the firing angle(s), shot speed, and/or maybe where the projectiles originate from. Maybe this is just a me thing though, idk.
Off the top of my head Denial is the only boss that uses in-sprite animations as part of its attack patterns in that way, so I don't think the problem applies to any of the other bosses, though maybe it does to some basic enemy types. Can't say off the top of my head.
This seems to affect other stuff as well. The tips of beams from the beam gun also don't seem to quite match their actual hurtbox.
Also I had my first experience with an aggressively bad anti-synergy...I think maybe Laser Diode + Spin Gun? It seemed like it kept the properties of regular bullets so the beams' damage would get "spent" on impact (in this case with Anger's face) but they'd also stick around no longer doing anything until timing out like normal spin gun shots. I don't think it was explicitly bugging out, but it sure felt buggy and unpleasant enough that I actually scrapped the run outright.
- A full charge (admittedly not usually hard to have due to how it works).
- For a frankly still hard to spot sparkly to decide to spawn.
- To actually cast the line into the sweet spot or somewhere close enough, which I've found to be tricky to actually do.
- Presumably don't screw up the fishing QTE itself.
All for a dripfeed of random items, albeit good ones. But that's way too many conditionals on top of the opportunity cost of giving up a more immediately beneficial celestial weapon, imo.
Why not allow it to be used anywhere once you build up a charge, with rewards rebalanced to compensate? Or allow fishing anywhere for lesser rewards but keep the sparkly spots for rarer items?
On top of that, it feels like certain enemies have their contact damage activate faster than the actual spawn animation, leading to damage from "nothing".
Finally, damage auras really, really need a few frames of grace time and more visible ranges. In the former case enemies can spawn in (or minibosses can teleport) so fast that damage is nigh unavoidable and completely unpredictable. And in the latter case more often than not I get clipped by single pixels of the aura sneaking through room geometry. Neither feels all that fair. Cramped rooms also massively compound these issues, on top of the RNG nature of minibosses and their possible size.
Long since figured this out btw. Despite being essentially the same attack, the timing is distinctly different depending on whether Denial is still on screen or not. Which isn't the most intuitive thing in the world to a new player.