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Seriously you can't expect every games to lower the difficulty to the kindergarten. There are an abundance of casual games on the market. Games should be challenging.
Last boss was cute.
The other bosses are more passable.
And the main mistake of the game is the use of passive skills for the entire arsenal.
This is not a desire to make the combat system deeper.
There is no standard pumping of the hero to increase his power and health. But the opponents are still strong and absorb damage, only passive skills give at least some opportunities to defeat the bosses.
And the casualization of the game has nothing to do with it.
The developer must be able to balance the game in all aspects.
And here you can see that some bosses are too easy, and some are not so simple.
Personally, I find fault with the one-sidedness of the combat system. I am honestly tired of seeing opponents in metroidvanias who attack almost the entire area.
This suggests that the game design of the game has deflated and this is not the last such game with such problems.
In fact, I see lazy game design of the game.
The game is generally good, but there are annoying moments.
AOE attacks are stupid in themselves and do not want to make the game more interesting. Why put the player in interesting situations when you can throw all sorts of arrows, circles and other things at him, it's so much fun. You need to be able to make interesting games, especially in an isometric camera.
That's why I don't understand why it was necessary to make the final boss forcedly difficult. If the developer does not see the balance, then let him make an easy difficulty. Not everyone wants to overcome the reaction, this is generally a stupid idea. We are not playing Dark Souls. And even Souls-Like games have many stupid flaws.
For example, the mechanics of punishing with resources after death. The stupidest mechanic that I have seen in my life. It does not make any sense, but the developer simply adds it because he can and because he does not understand how else to entertain the player, so that it is interesting for him to overcome.
And I'm talking about the fact that the final boss is simply annoying and not interesting in itself. AOE attacks are a childish decision and you don't think about how interesting it is to defeat the boss. Let's just make it so that the boss throws everything in a row.
Don't forget that not everyone has perfect reaction. If you want to make the game difficult, then make it "difficulty", and don't just leave the player without his choice.
Yeah pretty much. The last boss felt like an adequate jump in difficulty (and minor frustration) to the rest of the game. The AOE attack was a bit annoying but nothing you can't overcome. The bullethell stuff was a good addition.
Agree! Though for me 'That One Attack' was the one that made those walls head across the map in criss-cross patterns. Funnily enough when I beat them? It was when I was determined to practice handling that move and they never ended up using it that run xD
The final boss seems to incorporate things from every other boss up until then, so testing to see if you understood those.