Antonblast

Antonblast

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Stosamming Dec 5, 2024 @ 11:00am
Great game except the bosses.
I think this game is awesome but damn is this Antonblast or Cuphead, bosses are way too long and you do too little damage to them. Pizza Tower had the perfect amount of bosses and they don't last too long either.

Why do all the major bosses need like 4 forms and 3 health-bars per form. Having a checkpoint in each form is great but I feel like its a band-aid and even the developers must of thought the bosses are too long in the tooth.

Bosses are typically the worst part of a platform game and the worst thing you could do is extend them as much as possible with invincible frames.
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Showing 1-15 of 21 comments
Only 12 levels, so more boss means more game. Some definitely get a little tedious and sometimes it feels like this is a bullet hell with not even a double jump, but it’s usually fun and it’s really creative so I’m not complaining
Jimmy Gaming Dec 5, 2024 @ 12:42pm 
Cuphead is cited as one of the main inspirations for this game on its kickstarter page
Frostea Dec 5, 2024 @ 1:57pm 
Originally posted by Jimmy Gaming:
Cuphead is cited as one of the main inspirations for this game on its kickstarter page
I was wondering, because I did kinda get that vibe from it at times.
Zero(the number) Dec 5, 2024 @ 2:30pm 
Originally posted by Jimmy Gaming:
Cuphead is cited as one of the main inspirations for this game on its kickstarter page
I think the problem is that the bosses are just flatout unfair [SPOILERS FOR THOSE WHO HAVE NOT BEATEN THE GAME] brawlbuster the first boss took me 40 minutes to beat because i never realised i was meant to hit the ropes on the ring since the boss and the ropes glowed so i just assumed "oh it was visual flair" and because i hit the ropes by accident earlier i thought he just go hurt by basic attacks but if the game did the bare minimum like having brulo say "you gotta hit the ropes anton" or "now hit him with his own move annie" so it would be explained to the player in a way that makes sense in game and not take away from the boss fight and it doesnt help that after you hit the boss you barely get time to breath before they instantly start attacking [satan is the worst case of this since while you attack him he will get up and instantly hit you]
Yellow Dice Dec 5, 2024 @ 3:22pm 
I've never played cuphead but I highly doubt the bosses are harder than anything on that game.
Frostea Dec 5, 2024 @ 4:54pm 
Originally posted by Yellow Dice:
I've never played cuphead but I highly doubt the bosses are harder than anything on that game.
Cuphead actually aint THAT hard tbh. The final boss here is on comparison with something out of Cuphead and I think it's nice.
Last edited by Frostea; Dec 5, 2024 @ 4:54pm
Carpincho Dec 5, 2024 @ 6:32pm 
Personally i think the bosses are one of the best things about the game
Baller's Gait Dec 6, 2024 @ 2:37pm 
Really I like the bosses a lot, though there's some fuzziness on when they'll hurt you (while clutching, in particular) that can be kind of annoying. If we're comparing Pizza Tower they don't have the mechanical tightness, but they indulge in a spectacle that makes for great fun.

Also I beat the game without upgrading my health because I didn't bother looking close at the shop after seeing that the first item only gave a temporary boost so I assumed they were all either cosmetic or handicap items. By the time I considered checking again (to see if I was wrong) I was already too deep to give in. Made for some rather annoying segments but even the tough parts were enjoyable.

Somewhat unrelated, but if I had to suggest any one thing for the controls, make the mid air clutch you use for gaining height able to be bound to something separate from the ground clutch because wanting to bounce is very different than wanting to charge forward, even if they both logically involve the hammer and are used for attacking.
Last edited by Baller's Gait; Dec 6, 2024 @ 2:41pm
I mostly enjoyed the bosses (especially the final one even if it kicked my sleep-deprived ass), but I do agree that they could be trimmed down a bit since I tend to prefer hard bosses with a low TTK (which is why I bounced off of Cuphead even though I really enjoy shooty platformers, the TTKs felt too tediously long).

I think Maulbuster is the one that I most would like to see trimmed down since it takes a pretty long time to actually make progress in the fight, which is why she's my least favorite - it doesn't feel great to have to wait around a long time without actually hitting the boss! (Smallbuster kinda does this too, but you at least get to damage her directly more "often" than you do with Maulbuster)
Macario Dec 6, 2024 @ 8:21pm 
Originally posted by God's Chosen Procrastinator:
I mostly enjoyed the bosses (especially the final one even if it kicked my sleep-deprived ass), but I do agree that they could be trimmed down a bit since I tend to prefer hard bosses with a low TTK (which is why I bounced off of Cuphead even though I really enjoy shooty platformers, the TTKs felt too tediously long).

I think Maulbuster is the one that I most would like to see trimmed down since it takes a pretty long time to actually make progress in the fight, which is why she's my least favorite - it doesn't feel great to have to wait around a long time without actually hitting the boss! (Smallbuster kinda does this too, but you at least get to damage her directly more "often" than you do with Maulbuster)
Why do you call them both "she"? Are they both women?
Mon Dec 7, 2024 @ 12:02am 
maybe in a few weeks they'll drop a Baby Mode difficulty update for everyone who complained about the game being too hard.
Dragula Dec 7, 2024 @ 12:42am 
Ya"ll need to git gud.
Originally posted by Macario:
Why do you call them both "she"? Are they both women?
Yes, Maulbuster and Smallbuster are ladies. Tallbuster and Brawlbuster are guys.
Last edited by God's Chosen Procrastinator; Dec 7, 2024 @ 6:21am
Joe !! Dec 7, 2024 @ 6:51am 
Originally posted by Baller's Gait:
Really I like the bosses a lot, though there's some fuzziness on when they'll hurt you (while clutching, in particular) that can be kind of annoying. If we're comparing Pizza Tower they don't have the mechanical tightness, but they indulge in a spectacle that makes for great fun.

Also I beat the game without upgrading my health because I didn't bother looking close at the shop after seeing that the first item only gave a temporary boost so I assumed they were all either cosmetic or handicap items. By the time I considered checking again (to see if I was wrong) I was already too deep to give in. Made for some rather annoying segments but even the tough parts were enjoyable.

Somewhat unrelated, but if I had to suggest any one thing for the controls, make the mid air clutch you use for gaining height able to be bound to something separate from the ground clutch because wanting to bounce is very different than wanting to charge forward, even if they both logically involve the hammer and are used for attacking.
I agree with the clutch ground & bounce functions having an option to be mapped to different buttons entirely. I’ve been in a lot of really annoying situations where I’d perform one trying to do the other (usually it’s when I’m trying to charge forward but bounce upward instead).

I feel like you could just map the bounce to the jump button and it’d feel just fine. Same minimalist control scheme but less accidental inputs. I don’t think there’s any function that uses jump mid-air
Originally posted by Joe !!:
Originally posted by Baller's Gait:
Really I like the bosses a lot, though there's some fuzziness on when they'll hurt you (while clutching, in particular) that can be kind of annoying. If we're comparing Pizza Tower they don't have the mechanical tightness, but they indulge in a spectacle that makes for great fun.

Also I beat the game without upgrading my health because I didn't bother looking close at the shop after seeing that the first item only gave a temporary boost so I assumed they were all either cosmetic or handicap items. By the time I considered checking again (to see if I was wrong) I was already too deep to give in. Made for some rather annoying segments but even the tough parts were enjoyable.

Somewhat unrelated, but if I had to suggest any one thing for the controls, make the mid air clutch you use for gaining height able to be bound to something separate from the ground clutch because wanting to bounce is very different than wanting to charge forward, even if they both logically involve the hammer and are used for attacking.
I agree with the clutch ground & bounce functions having an option to be mapped to different buttons entirely. I’ve been in a lot of really annoying situations where I’d perform one trying to do the other (usually it’s when I’m trying to charge forward but bounce upward instead).

I feel like you could just map the bounce to the jump button and it’d feel just fine. Same minimalist control scheme but less accidental inputs. I don’t think there’s any function that uses jump mid-air
The devs have stated that something like this is planned for a future update
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