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Also i discovered as counter-intuitive as it may sound, being more aggressive actually helps. any chance you get, just wail on the boss. Since its such a large target that can be rapidly attacked, it refills your heal fairly quick.
PS. what might also help is using the corivan slam (the ground pound) when the boss is spinning on the floor. It allows you to not get hit, because the boss moves away fast enough so you have enough I-frames to get out (mostly) scott free.
PSS. The devs did establish that the difficulty curve goes through the roof at the end of the game, which was made true by the 3 headed creature form hell. So I understand the frustration, but then again, it's easy to say that the full game will not be this hard this fast. It will allow you to improve on your mechanics with the game, as well as provide you with upgrades before such a difficult boss is presented.
Ichor???
Bosses also should not be designed with the impression that you'll abuse the I-frames on Not Descending Dark, ever. I don't want to see this perfectly capable game reach the typical Hollow Knight mod's level of BS.
(As an aside, another map-related quibble is that the world doesn't feel densely interconnected enough for the amount of backtracking the demo expects you to do. It feels like there should be a passage between the two halves of the Thorned Capital, at the very least, presumably one that can only be opened from the far side.)
with the map layout and backtracking I agree with you. Even if they added some sort of fast travel with the Keeper, that would go a long way