Tainted Grail: The Fall of Avalon

Tainted Grail: The Fall of Avalon

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Boss Jun 3, 2024 @ 2:31am
Difficulty and Tracking
I picked Hard, so this is partially on me. But I've played extreme difficulties on basically every game that I've played, from Inquisition to Skyrim to Rimworld and beyond. "One shots", however, are never a fun or good form of "difficulty". I don't know if it's the update,but I don't recall drowners having spells much less one shotting me with them. It feels... bad? What's the point of a health bar then? Might as well do a Zelda heart system if we're taking that amount of tremendous damage even while blocking.

Similarly, spells feel very floaty and low impact with their effects/sound design. When coupled with the most gamey form of tracking imaginable, the entire experience feels incredibly bad. I'd recommend maybe loading up Skyrim or any other game with missile enemies to understand what I mean, but the game as it stands has a predictable and constant movement track - that is, if you move left it will predict and fire in the direction of where you're moving no matter where the enemy is pointing. This includes if you dash early. But since your dash doesn't last very long, this makes them ironically miss because they're predicting you'll still be moving in a particular direction at a particular speed.

This feels like a very early access form of tracking code that feels extremely bad to play against. Perhaps ignore my comments on hard if the team think that sort of difficulty is fine. But this? The tracking? It's not good. Not only does it visually look bad, it's incredibly game-y and has seemingly no "randomness" to it. Making it feel like you're fighting AI machines... which granted, that's what it is. But that's not good for immersion.