Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't find it very fun, though, because 1. the game's casual-orientated mechanics start to fall apart when you're trying to do ninja moves and 2. often I don't feel like my skill had anything to do with why I failed, especially because some Death Wish maps are "slightly harder actualy gameplay, but with a cheapass rocket (or three) killing you constantly."
Chapter 5 Act 2 is also RNG hell, by the by.
I also fully agree with the missions that force you to memorize a huge layout and path to be pace killers. They're super boring and not challenging at all and I can assure you that a lot of people will just watch a playthrough of them, check their pathway and call it a day. The 100 pon mission becomes as easy as the base game when you're able to do that.
Let's take a small thing as the wall run glitch for example: sometimes Hat Kid won't actually go up the wall despite the animation triggering. In normal play? That's fine, that may annoy you a little sometimes but you're not loosing much if that happens. But in a thight speed-run like every single ♥♥♥♥♥♥♥♥ level in Death Wish seems to be? Now that can ruin your entire run.
Please keep in mind that this was a sole example. These inconsistencies add up and bring to light many of the flaws within the game that we could just ignore up until now.
there's one mission that i really like but the amount of enemies that require you to swap hats to deal with bogs the pacing down, specifically the dweller raccoons and the burning crows
Also as Fibs says, the casual mechanics don't quite work with very tight limitations.
Quality post here and I agree with the overall you said. The challenge preference is bound to personnal opinion but there's lots of bad as you mentionned, the biggest offender being the RNG factor. I will not go further, you detailed it very well.
I also agree with that, the game was not intended to be played that way but changing/enhancing the game mechanics would be too costly for the dev team.
What annoys me the most about the DLC is this line from the store :
"* A ton of outfits, flairs, dyes and even camera filters!"
... that are actually hidden beneath deathwish challenges, so if you play and enjoy the game for his cuteness and customizing stuff, you gotta play this mode, even if you didn't wanted to in the first place. It's a good thing to bring people give it a try, but when you see what you will need to do to unlock some stuff, I wonder if pleasing a niche is really better than trying to appeal the maximum audience.
As a veteran of Super Meat Boy, Buster-only and No-damage runs of the classic Mega Man games, and tons of other ridiculous things (a lot of which i didnt have a controller for at the time), I can say that if i had to pick one thing to change, i would be stuck between giving a few i-frames of recovery back and allowing easier practice of some of these challenges. That does not include what i call "super star ultra arena syndrome", which is cutscenes taking up time on the timer, or anything else that feels more like an oversight than intended difficulty. I don't actually know what easy mode does for sure since i always tell myself "thats wimp mode stay away you arent a filthy casual" (no offense to any of you casuals out there, its meant to offend me not you). If it makes these things more tolerable i guess i can at least somewhat be ok with it? Maybe? I don't know for sure.
Since I'm one of *those* people that lives for the challenge, I like the addition overall. However, I too still see flaws in the execution.
honestly surprised there isn't an easy mode for the great big hootenanny, like just adding health pons or something