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I laughed too hard at this.
I completely disagree. I’m a new player and I just finished the sunken keep. That was a nice difficulty spike but what it did more than anything else was slap me awake. It made me aware that I can’t just roflmao stomp everything cause I have a great sword and some potions. Yeah it sucks to lose some gold and salt, and I almost quit because of it. Take a breath, sit back and realize maybe you’re doing something wrong and it’s not the game.
Then again I grew up playing NES platformers like castlevania 3.
In this game, death is a formality. Assuming you aren't just terrible at platformers, death is usually the result of a "Well how was I supposed to know THAT?" moment. It kills you unfairly once, then you never die that way again because you know what to expect. A couple more examples;
The first bear in the game, with the first pin attack in the game is placed directly below an archer, so that when it takes out 90% of your HP with you pinned, the archer has time to aim and finish you off before you can respond.
The first time you encounter a claw ghost, it's designed so you need to jump to hit it, near some instant death pits in a dimly lit room so you can't see it clearly, and it has a deceptively long reaching attack so that it would have good odds to knock you into the pit when introducing it's reaching attack.
Practically every time a new combat mechanic is introduced, it is introduced in a way to trick the player into dying because they don't know that new mechanic yet and therefor cannot account for it. It's mistaking death count for difficulty; and the two are not at all the same thing. Challenging stages will see you dying over and over, as you attempt to master the game and make a little more progress each time. This game will kill you periodically when it comes up with a new gimmick to get a cheap death, but then is rendered clawless your second time through.
As I enjoy being fairly challenged by a game, it frustrates me when a game tries to be difficult by just going for cheap deaths to inflate it's kill count rather than actually presenting a real challenge. This is why I compare it to Mario Maker; in that game, a level's difficulty rating is determined entirely by it's death/victory ratio. So, many level makers will design stages so that they get cheap kills as often as possible to make that death/victory ratio score their stage as a highly difficult stage.
However, you can clearly tell the difference between a cheap stage that abuses pick-a-pipe and off-screen kills vs a kaizo level which expects a certain level of skill from a player to survive. This is the kind of experience I am getting from this game so far; it's not challenging the player to actually be good at the game to avoid dying, it expects the player to already know what will happen in advance to avoid dying.
lol using a game as simple as cuphead an example
Which means, it kills you once, and then is never challenging again no matter how many times you go back through the same spot. It's fake difficulty, not a real challenge.
In the exploration and general combat part of the game though, it is not nearly the same. The game sets you up for failure by introducing new mechanics or movetypes out of nowhere in scenarios where that move will be maximally effective on it's first usage; but then the enemy will be unable to replicate it's success at any other point in the game because you know about the trap that kills you the first time, and every other scenario is less optimal for the monster.
Rather than getting an arc where the enemy is introduced in a low risk environment, then gradually upping the danger and difficulty to ensure you've mastered combat against it, most of the time you get the most dangerous form of the enemy right away then most other fights happen on mostly flat ground and with even footing where the enemy is no longer much of a threat.
I have no idea what you're talking about with the pitch-black room.
...since the world has demonstrated that's it's dangerous to you, have you tried playing cautiously instead of having the aggression at 100% at all times?
But anyway, look man: you don't like the game. Probably not for rational reasons, but you'll never start liking it. It wasn't a good purchase for you. It happens.
The dark room is in the entrance to the sunken keep. You enter the room and it is pitch black, so you need to light a torch. If you are a mage, this automatically switches you to sword/wand and disables your wand, or just disables your wand if you are using sword/wand in the first place. You drop down a short fall, not long enough to hurt, but long enough to prevent you from escaping to safety. Then Retchfeeders will fade in on either side of you and attack. It is only at this point that you will learn that your spell casting button simply extinguishes your torch and does not cast anything, leading you to now be in total darkness and possibly stunlocked by multiple Retchfeeders using their rapid spam attack, or pinned by one using it's lunge attack.
In subsequent visits, you can avoid this by simply running through the room without stopping because there isn't anything dangerous to either side of the room, but your first time through *you don't know that*. This isn't a challenge; it's an interface screw and takes advantage of the player's inexperience with the new area and enemy.
This segues into your other question about playing cautiously. This ambush occurs BECAUSE the player is playing cautiously, giving the Retchfeeders time to fade in and attack. It's not a matter that playing aggressively causes you to consistently get punished; some ambushes are designed to punish cautious play, and some are designed to punish aggressive play, and there is no way for the player to predict it.
TheDoctor: As I said, once you've memorized all the tricks, they won't trick you anymore. The unfair aspect is about abusing player inexperience to get cheap kills, rather than challenging the player.