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Yes, I agree the giraffes on X-15 are a bit much, but I'd say that's less of a problem with the enemy itself and more with the fact that the drop queue will not, under any circumstance, stop. This is one of my gripes with this game despite enjoying it so much: killing enemies, especially in the later levels, doesn't feel rewarding at all. Often you'll kill a particularly dangerous or annoying enemy, only for a new one (or multiple) of the same type to spawn immediately afterwards in a nearby portal. I can't count how many times I spent all of my weapon uses standing around the same area trying to clean up the enemies a bit so I can proceed a little more safely, and still end up swarmed. X-15 is one of the bigger offenders, but there are many stages in which this is the case. I don't know how this could be alleviated.
On the dash, what I think would make for interesting tech is to be able to cancel out of it with a jump any point during the animation. That would cut your attack short, but you'd also be able to use it strategically to reposition while dealing with enemies. Sometimes you really need to kill something, but you don't want to go face first into an X tile a few steps ahead.
I think the enemy tracking is way too powerful. Giraffes can – and WILL – camp you out of jump pads, ledge tiles, etc. You can easily get that behavior on 5-15, but I recall seeing it on a handful of other stages. The clovers can constantly teleport to you with no recovery. Bombs cannot be jumped over after they activate since they'll jump back and forth. Moles can surface on the tile you're standing.
I honestly think the 'pursuer' type of enemy is overrepresented, not only in how many different ones there are but also how many of them are dropped within stages. There are many clever and fun moments, like figuring out you can trap the Lungers in X-4 to make that section a little less cluttered. But there are also twice as many stages where you'll get dropped into a neverending swarm and just brute force your way towards a V-Rank without any deduction, just sheer luck with enemy behaviour.
Some of these criticisms might seem a bit harsh or whiny, but these are aspects that I felt held this game back from being a more enjoyable experience for both casual and hardcore players. If I didn't like this game, I wouldn't have played over 100 hours of it. I hope we keep getting support for this game for a while and I'm eager to see whatever Jaklub comes up with next!
I've really honestly not had too much of a problem with enemies, aside when on the stages I've listed, as most of them you can technically counter by simply jumping over them, or keeping an eye on the queue and focusing more on dodging instead of painting, until an item drops.
I do understand where you're coming from, and definitely felt like I was in a similar position starting out, but eventually something clicked and enemies became a lot more readable and simple to manage for me. I'd say a lot of it is taking the game slower, and learning with the bestiary.
However, I still say Giraffes really do not work on X-15's stage design. It looks visually bad and confusing, and there's too many places you NEED to jump, and way too many corners.
On any other stage where Giraffes can block you, you can generally tell what places to avoid until you have a way to deal with them. With X-15, however, it's really not possible to predict.
That's just my 2 cents, thanks for responding and good luck on 100%ing yourself!
It's such a kick in the nuts to spend so much time getting there only to get swarmed by a stupid dragon with no weapons having spawned.
One way to take the edge off might have been to spawn enemies in waves with a short pause between them, as in, a set sequence of enemies will spawn in the usual rate, then enemies will stop spawning for a little while before the next 'wave' is introduced. Maybe I don't know what I'm talking about and it already works this way, and weapon spawns almost function like what I'm describing, but since there are multiple portals and items take a while to fully materialize after the icon appears, enemies just keep on coming from multiple areas and it's likely you'll get swarmed. I accept that the game is the way it is, and I hope this doesn't come off as judging it based on what I wish it were instead.
The above is one of the reasons I found the Noir playthrough to be my favourite. She's so powerful! And it feels good to be able to use different moves that fit the situation, or even use her roller or dash abilities to quickly finish colouring a section of the stage in the Bonus. Her fireball might be a bit too good, but I loved it since I could clean up and get some breathing room whenever things got too chaotic. This didn't remove the challenge from the game as enemies kept spawning and chasing me around shortly after, it just made things less frustrating. There's a stage on the final stretch of the endless mode loop where a million moles and mole mages spawn one after the other and make it so intense! But with Noir, I could catch a break for a few seconds before the next batch of a million moles and UFOs spawned.
Anyway, I enjoyed my time with this game despite these things. I absolutely love the presentation, the characters and the music. Most of the stages are really fun and a lot of them have really satisfying quirks! Moving around as the characters feels really good and I hope it reaches a wider audience!