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
I could get used to playing the game with my tongue, doesn't mean it wouldn't be an incredibly stupid way to play it xD
That'll explain it being perfectly optional(it's a relic with 0 cost) and being the only item added to the map that was already in EA.
Well, that's my guess.
But this one IMO takes the cake, I swear like 30% of my deaths are due to this.
Stay very close to the opponent. Then if you try to dodge in it's direction to , you'll get hit by contact damage from the enemy, so in every other metroidvania game that has a dodge, you'd just press the dodge button without having to move.
Another situation where this gets you fked is when doing aerial parries. With a dedicated parry button you could hold your direction while parrying, not have to stop your movement and then parry.
And lastly, it locks you in an animation, which is what dodging does as well, but when you dodge, you effectively adjust your positioning, which is great! But when you parry instead of dodging, your positioning doesn't change, and if you're up against multiple projectiles and/or enemies, you parry one of them, and get hit by the other 2-3 slower projectiles/attacks.
Welcome to the bad game design club. Enjoy your stay. You havn't seen half of the red flags in this game yet.
NGL the devs could have given us the option to map the controller so we could have up to jump and a button to super or parry. But you'd still have one function that needs to overlap with something because there is an interact button that takes up a slot but and personally I found it preferable to up+jump to interact.
The way it is right now, they've basically been selling the exact same gamepad for more than 15 years xD
Which are what? I have some issues with the game but it’s great overall.
The map is horrendous.
Holding a direction before completely getting off of the bench (or reading something) doesn't move you in that direction, you have to press the direction only after it's done.
Contact damage (that ♥♥♥♥ is bad in 99% of games in this genre). I mean enemies have attack animations, there's literally no reason (other than stuff that makes sense, like slimes, or spiky enemies) to take damage when touching an enemy. At least it's not as bad as in bloodstained where contact damage hits you for more than the enemy's actual attack lol.
The player hitbox before you get the actual dodge (when you faceplant) is really wonky, sometimes you get hit when the projectile should have went over you.
That's all I can think of at the moment.
And I do think it's a great game, I really enjoy it! But it's also good to ack it's flaws ;)