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Apparently there's an ability that makes enemies drop health pickups, but why isn't that something players get early on when we need it most and aren't good at the game yet? It feels like the devs played their own game so much that they forgot about the possibility that someone could even be bad at it and designed around their own skills accumulated throughout development.
Huh, I use the left/right pulse attack most for healing. The down pulse only gives you slightly more health but I prefer the left/right's ability to fly directly at the enemy over sliding on the ground. The up pulse I almost never use due to how little health you gain from it.
I think the system is very well implemented. The problem I think with your experience is that you're equating your "low health" status being solely caused by your bad combos, which is not the case. Blocking, dashing, poise breaking, learning enemy patterns, multi-managing abilities, keeping focus on hordes etc. are all factors of not taking damage. Combos can be but they're primary focus is doing damage and chaning. Also, don't focus on the pulse meter as being a valuable resource, it's not and you can easily recharge it, use at as much as you want.
Another thing I want to comment on is the small health orbs that drop from defeated enemies. I don't see it being that useful, sure it would be nice, but I doubt it's that crucial to survival in early game. The moment when you change your mentality on how to play, the game becomes easier.
The other factor is making damned sure you're using all the charge moves - The down-charge while grounded move, which costs the least of any purchasable - Knocks off two poise dots, and by the time the animation is done, you're already charged through the next. It's possible to knock some bosses down before they even finish their first animation this way.
So well put, for so many indie games. I think it is one of the most common flaws I see in indie projects. Too many indie games feel more like you're playing a challenge ROM hack than something that is skillfully balanced. (Though there is the niche that loves those and that's given rise to the precision platformer sub-genre).
not really, the game isnt crazy hard even on vicious. i definantly see easy and probably normal aswelll being doable for people of average or even below average skill.
I think you misunderstood me, or the quoted individual, or both. I wasn't referring to difficulty/challenge, especially not with the combat in this game. Rather balancing, of a multitude of things that need not be detailed beyond level design (hence the challenge hack comment). Also, my comment was made to take the quoted statement to a more general view on proper balancing within the indie scene at large, mostly with level design as the main consideration. Now don't get me wrong, I absolutely love indie gaming, far more than mainstream, but balancing is the most common flaw I see. (Huh, I just reread my quoted comment, yeah, that's my fault. I need to reword that).
It just feels clunky, and there's no reason to require the attack button pressed again when the sword is locked onto an enemy; it ought to just require pressing the heal button to cast the sword, then that same button plus any directional input to heal attack (or the same button without any other input to recall it).
Better yet, why did they even bother with a projectile? Its hitbox is so large that it's trivial to attach to enemies. Would make much more sense to just have a standard healing attack following the same input logic as above!