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"It's the Dark Souls of platformers"
- Useless review
The different weapons, charms, and supers give each player a way to overcome an obstacle they are faced with, rather than punishing them for buying something that they end up being uncomfortable with, which would force them to either erase/start over or dedicate a portion of time practicing, to overcome a boss fight.
There are strong weapons that force players into a risky position, which some fights will make people get comfortable with being able to dodge something the moment it spawns, or back off when they recognize the tell of a move they have trouble dodging.
There are some weaker weapons that makes it easier to hit bosses, either by auto aiming, or hitting bosses behind players, for people who have trouble trying to dodge attacks while also trying to hurt the boss or have a hard time hitting bosses while trying to keep up with the scrolling speed of a level.
Then when you get to charms, the ones provided give you a little help, for the areas/mechanics you aren't so great at.
Increased health, when you have trouble dodging an attacks.
Smoke Bomb, when you have trouble timing your dashes to avoid hitting obstacles.
Sugar, when you have trouble timing a parry.
Yes in the fact when you die to a boss mechanic, they're more likely to use that mechanic next time around to force you to get good at it.
No otherwise.