Voidigo

Voidigo

View Stats:
Just how *much* is this game about "Just Don't Get Hit, 4Head", really?
Title. Really, I generally like how it feels to move and shoot in this game - the Monster Hunter-esque boss design of moving around is cool as heck and the jump is a neat thing to have in a Nuclear Throne-style game, and the weapon variety seems pretty fun so I'm interested in seeing more of what Voidigo has to offer.

But I'm finding it a bit of a pain to deal with the very low health. Mainly in how the projectiles are rather small and fast, unlike something like Atomicrops where bullets are giant and move slowly, and I've got a bit of mechanical inconsistency in my fine motor control that physically prevents me from 'playing perfectly'. I'm not mechanically unskilled at games, strictly speaking, but I can't maintain perfect consistency.

So I was wondering, how heavily dependent is the game on punishment and low room for error? Is it more 'community meming about how hard it really is' like Dead Cells (which does have unexpectedly generous parry windows) or 'actually that unforgiving', like what I've heard about a game like Curse of the Dead Gods, which I've been told is extremely dependent on perfect parries?

How reasonable would it be to expect to complete all content (unlocks, and maybe if I'm lucky, at least one of the higher difficulty achievements) at least once with those limitations? Are there items and meta-upgrades that can make you actually 'tanky enough' to screw up multiple times and still scrape through Impossible if you're lucky?
< >
Showing 1-5 of 5 comments
Matthanic Sep 12, 2021 @ 8:14am 
At this time, all difficulties are able to unlock all content in the game. Lower difficulties have slower moving(although not larger) projectiles and enemy attacks. There have been talks about having something cosmetic locked behind beating Impossible difficulty but that is far from confirmed to actually happen. But yea there are the achievements for higher difficulties.

As for bulking up on HP, there are no power ups at this time that give direct protection, in theory companions can take hits for you and the Back Buckler is a permanent, though wiggly shield on your back. My personal strategy is to almost always use the health upper in the anti-void if I can and also challenge the void at the start of a stage as he also gives an HP UP for beating two bosses. Unfortunately bosses will always hit quite hard.
Dark Moon Felis Sep 14, 2021 @ 2:38am 
Originally posted by Matthanic:
At this time, all difficulties are able to unlock all content in the game. Lower difficulties have slower moving(although not larger) projectiles and enemy attacks. There have been talks about having something cosmetic locked behind beating Impossible difficulty but that is far from confirmed to actually happen. But yea there are the achievements for higher difficulties.

As for bulking up on HP, there are no power ups at this time that give direct protection, in theory companions can take hits for you and the Back Buckler is a permanent, though wiggly shield on your back. My personal strategy is to almost always use the health upper in the anti-void if I can and also challenge the void at the start of a stage as he also gives an HP UP for beating two bosses. Unfortunately bosses will always hit quite hard.
Interesting. But I was mainly wondering, just how demanding of perfection is Impossible supposed to be relative to other roguelite games, like Rogue Legacy 2 on high Threads, Dead Cells, high heat Hades...?
Matthanic Sep 14, 2021 @ 2:42am 
Originally posted by Fass & Furious: Cambion Drift:
Originally posted by Matthanic:
At this time, all difficulties are able to unlock all content in the game. Lower difficulties have slower moving(although not larger) projectiles and enemy attacks. There have been talks about having something cosmetic locked behind beating Impossible difficulty but that is far from confirmed to actually happen. But yea there are the achievements for higher difficulties.

As for bulking up on HP, there are no power ups at this time that give direct protection, in theory companions can take hits for you and the Back Buckler is a permanent, though wiggly shield on your back. My personal strategy is to almost always use the health upper in the anti-void if I can and also challenge the void at the start of a stage as he also gives an HP UP for beating two bosses. Unfortunately bosses will always hit quite hard.
Interesting. But I was mainly wondering, just how demanding of perfection is Impossible supposed to be relative to other roguelite games, like Rogue Legacy 2 on high Threads, Dead Cells, high heat Hades...?
I have not played those unfortunately so I cannot draw a comparison there. But impossible requires you to be overall quite flawless in the early stages of impossible, if you wish to loop you'll have to be able to counter the void spawns pretty perfectly as well. Not a lot of room for error. Health ups help but they'll change one shots in to 2 or 3 shots for example.
Dark Moon Felis Sep 15, 2021 @ 1:37am 
Originally posted by Matthanic:
Originally posted by Fass & Furious: Cambion Drift:
Interesting. But I was mainly wondering, just how demanding of perfection is Impossible supposed to be relative to other roguelite games, like Rogue Legacy 2 on high Threads, Dead Cells, high heat Hades...?
I have not played those unfortunately so I cannot draw a comparison there. But impossible requires you to be overall quite flawless in the early stages of impossible, if you wish to loop you'll have to be able to counter the void spawns pretty perfectly as well. Not a lot of room for error. Health ups help but they'll change one shots in to 2 or 3 shots for example.
Ah. That sounds like something I'd generally consider not fun, then. As long as there's no content gated behind it, I guess... I thought the attacks didn't go up in damage, though, so what makes the game more oneshotty?
Matthanic Sep 15, 2021 @ 8:47am 
Originally posted by Fass & Furious: Cambion Drift:
Originally posted by Matthanic:
I have not played those unfortunately so I cannot draw a comparison there. But impossible requires you to be overall quite flawless in the early stages of impossible, if you wish to loop you'll have to be able to counter the void spawns pretty perfectly as well. Not a lot of room for error. Health ups help but they'll change one shots in to 2 or 3 shots for example.
Ah. That sounds like something I'd generally consider not fun, then. As long as there's no content gated behind it, I guess... I thought the attacks didn't go up in damage, though, so what makes the game more oneshotty?
The attacks absolutely go up in damages. For each loop they go up in damage as well. (except for when you loop on impossible, basically all difficulties scale towards impossible difficulty with each loops)

Besides damage, attacks and projectiles are a lot faster as well on impossible.
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Sep 12, 2021 @ 2:07am
Posts: 5