Umbraclaw

Umbraclaw

View Stats:
Halligan Feb 7, 2024 @ 8:14am
Kind of bad?
Why do you get stronger when you get hit? The level design isn't great and I don't know why the primary mechanic is that the game gets more fun the worse you play it, either make a tough platformer where you can't fight or just let me fight, its baffling that they made it like this
< >
Showing 1-14 of 14 comments
Tim Feb 7, 2024 @ 10:30am 
Inti Creates already has plenty of games like that. This is a more experimental game. I had a wonderful time with the demo, personally—all tensed up like I'm playing a horror game, wanting to stay in kitty-mode for the sake of my owner and the mission. This game will hit HARD in its niche.
Last edited by Tim; Feb 7, 2024 @ 10:30am
Lancer Feb 7, 2024 @ 3:44pm 
The point like most games is to not die I’m pretty sure.

There’s difficulty settings but the ramifications of them won’t be felt until a full playthrough. Similarly you get different endings (and seemingly entire routes in the second half of the game) depending on how you play.
Deep Weeb Feb 8, 2024 @ 5:14am 
To me the confusing part came when through different playthroughs the powers you might unlock appear to be random (maybe they ARE scripted, but I wouldn't know), like you have to force yourself into taking more damage than you want until you find something useful. And for a non-linear game I can already feel there's not going to be much intrinsic progression like in BMZ or any Metroidvania since your abilities (beyond the tacked-on skill tree) are decided on the fly with no sense of permanency, and with that I also expect all of the optional rooms to not include any meaningful upgrades but instead just a handful of color-coded magatama to buy upgrades on the skill tree and still-image flashbacks of a girl playing with her cat, which just aren't very cute or funny if these are rewards for exploration

And honestly feels pretty counter-intuitive how the human form you unlock after getting hit too much has the better chances at survival and generally feels better to play (except that it doesn't has a dash by default like the cat), but the useless cat form is required to make most progress since you won't gain currency by killing enemies as a human (killing enemies as the cat is very tedious, again, is more effective to let yourself take damage so an enemy group gets instantly-killed en masse) and many areas are only accessible for the cat through narrow passages (which btw, I think the cat should have some in-between frames of animation when switching directions while climbing especially on corners, BMZ did it with just a single frame, weird to see it absent here as the cat's walking animation seems to smooth)

Also, weird of an Inti Creates' game to put a limit on how much you can hammer on the dash button, very experimental indeed lol
Last edited by Deep Weeb; Feb 8, 2024 @ 5:36am
Ben Feb 8, 2024 @ 10:50am 
I like it honestly.
Lancer Feb 9, 2024 @ 10:05am 
Originally posted by Deep Weeb:
To me the confusing part came when through different playthroughs the powers you might unlock appear to be random (maybe they ARE scripted, but I wouldn't know), like you have to force yourself into taking more damage than you want until you find something useful. And for a non-linear game I can already feel there's not going to be much intrinsic progression like in BMZ or any Metroidvania since your abilities (beyond the tacked-on skill tree) are decided on the fly with no sense of permanency, and with that I also expect all of the optional rooms to not include any meaningful upgrades but instead just a handful of color-coded magatama to buy upgrades on the skill tree and still-image flashbacks of a girl playing with her cat, which just aren't very cute or funny if these are rewards for exploration

And honestly feels pretty counter-intuitive how the human form you unlock after getting hit too much has the better chances at survival and generally feels better to play (except that it doesn't has a dash by default like the cat), but the useless cat form is required to make most progress since you won't gain currency by killing enemies as a human (killing enemies as the cat is very tedious, again, is more effective to let yourself take damage so an enemy group gets instantly-killed en masse) and many areas are only accessible for the cat through narrow passages (which btw, I think the cat should have some in-between frames of animation when switching directions while climbing especially on corners, BMZ did it with just a single frame, weird to see it absent here as the cat's walking animation seems to smooth)

Also, weird of an Inti Creates' game to put a limit on how much you can hammer on the dash button, very experimental indeed lol

Again, the point is to not die. The souls help you to not die, but the game wants you to not die in the first place. You are a weak pathetic house cat that has to deal with horrible monsters and violent, tortured souls. You don’t want to end up like them right? Then don’t die.

Dying in certain ways makes it more likely you gain certain abilities but it is fairly random. You can only have 9 at a given time, in the final game you can release souls to get new ones.

It’s supposed to be a different experience every time you play, and you have to rely on crutches less and less as you improve. Eventually you can beat the whole game deathless, and maintain your pure house cat form.

Also dashing is straight up full invincibility and then some. Without a cooldown you could just hammer the button and be invincible. It’s like looking at Dark Souls and wondering why you can’t roll like Sonic the Hedgehog everywhere.
Last edited by Lancer; Feb 9, 2024 @ 10:07am
Lukja May 26, 2024 @ 1:58am 
Looks good to me.
A.Redburrow Jun 19, 2024 @ 8:48am 
Originally posted by Lancer:
Originally posted by Deep Weeb:
To me the confusing part came when through different playthroughs the powers you might unlock appear to be random (maybe they ARE scripted, but I wouldn't know), like you have to force yourself into taking more damage than you want until you find something useful. And for a non-linear game I can already feel there's not going to be much intrinsic progression like in BMZ or any Metroidvania since your abilities (beyond the tacked-on skill tree) are decided on the fly with no sense of permanency, and with that I also expect all of the optional rooms to not include any meaningful upgrades but instead just a handful of color-coded magatama to buy upgrades on the skill tree and still-image flashbacks of a girl playing with her cat, which just aren't very cute or funny if these are rewards for exploration

And honestly feels pretty counter-intuitive how the human form you unlock after getting hit too much has the better chances at survival and generally feels better to play (except that it doesn't has a dash by default like the cat), but the useless cat form is required to make most progress since you won't gain currency by killing enemies as a human (killing enemies as the cat is very tedious, again, is more effective to let yourself take damage so an enemy group gets instantly-killed en masse) and many areas are only accessible for the cat through narrow passages (which btw, I think the cat should have some in-between frames of animation when switching directions while climbing especially on corners, BMZ did it with just a single frame, weird to see it absent here as the cat's walking animation seems to smooth)

Also, weird of an Inti Creates' game to put a limit on how much you can hammer on the dash button, very experimental indeed lol

Again, the point is to not die. The souls help you to not die, but the game wants you to not die in the first place. You are a weak pathetic house cat that has to deal with horrible monsters and violent, tortured souls. You don’t want to end up like them right? Then don’t die.

Dying in certain ways makes it more likely you gain certain abilities but it is fairly random. You can only have 9 at a given time, in the final game you can release souls to get new ones.

It’s supposed to be a different experience every time you play, and you have to rely on crutches less and less as you improve. Eventually you can beat the whole game deathless, and maintain your pure house cat form.

Also dashing is straight up full invincibility and then some. Without a cooldown you could just hammer the button and be invincible. It’s like looking at Dark Souls and wondering why you can’t roll like Sonic the Hedgehog everywhere.

But the problem is that not dying isn't really fun. Without any abilities, fighting bosses and platforming is tedious and frustrating. The game only gets fun when you die and get abilities.

If the game wants me to not die, it shouldn't directly incentivize me to die repeatedly, so the game can actually be fun.

Getting a good ending shouldn't be dependant on me torturing myself.
Lancer Jun 19, 2024 @ 11:31am 
Skill issue tbh
khaosklub Jun 20, 2024 @ 4:29am 
Originally posted by Lancer:
Skill issue tbh
exactly
khaosklub Jun 20, 2024 @ 4:32am 
lots of inti's games get easier as you do poorly.

gunvolt has anthem that makes you a god if you die.

mega man 9,10, MMZ and ZX all lead you to accruing more currency with repeat deaths. MMZ though so long as you don't game over, and the currency got you goodies that made the game easier.

same with mighty gunvolt burst.

most of inti's games are super easy, with options to make things harder.
Lancer Jun 20, 2024 @ 8:25pm 
Hoes mad lol
Case Jun 20, 2024 @ 11:03pm 
Originally posted by One of the Dents:
Originally posted by Case:
Honestly even if you aren't DSP you at least sound like him. Not getting any clowns though.
everyone in this thread has reading comprehension issues considering the fact i said the game wasn't good and never said anything about it being difficult, everyone else made it about the difficulty you maggot
I didn't even mention difficulty. I just meant the salt. Which dent are you?
khaosklub Jun 22, 2024 @ 3:26am 
Originally posted by Peanut Arbuckle:
Originally posted by Case:
Honestly even if you aren't DSP you at least sound like him. Not getting any clowns though.
everyone in this thread has reading comprehension issues considering the fact i said the game wasn't good and never said anything about it being difficult, everyone else made it about the difficulty you maggot

absolutely no one said anything about it being difficult except Redburrow, who is also complaining about the game.

everyone addressing you is addressing your complaint about the weird design where you're rewarded for playing worse.

mostly about inti's experimental design, and that the point is to not die, i.e. "get hit".
the reason you get stronger as you get hit is exactly inti's adaptive difficulty design. basically, if you suck at the game, it'll get easier to match your ability. so anyone can just continuously play through the game without having to restart and change difficulty settings or go into a menu in game to change it.

so the one with reading comprehension issues really seems to be you there buddy
「Lukja」 Jun 23, 2024 @ 8:46pm 
Proof that OP was just trolling, dude got a nice little ban.
< >
Showing 1-14 of 14 comments
Per page: 1530 50