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We're listening to the discussion on this, but I wanted to let you know that you can pick up all 8 boss powers. You have three that're mapped to your buttons, but 8 slots (check the pause screen).
How would you switch them out? and because of not knowing this, I often times ended up not picking up the weapons at all... This is another problem too tbh...
Smash the space button until something happens
I use a controller, also, I still find it rather frustrating/limiting having a stage relying so hard or at least made that much easier with a single leg armor piece. I cannot even use other leg pieces like double jump or 4 way dash because doing so pretty much means I have to work even harder to beat the final stage, made even worse if I have to do it on Normal or Defiant...
20XX has three Power choice controlsets, which you can fix in Change Controls.
The default has 3 powers mapped to buttons, and you can pause and select the powers in your pause menu to swap them. (There's a little "press A to swap!" prompt when you highlight a power in the pause menu.)
If you prefer things MMX-style, you can choose "cycle", which makes it so only Power 1 actually shoots anything, and the Power 2/3 keys cycle back and forth.
If you want access to all 8 powers on the fly without having to pause, Wheel does this. It makes it so Power 2 brings up a wheel with all 8 powers on it (or whichever ones you have), which you can then assign to Power 1.
Hope this helps!
In my opinion, the other suggestion of making the current level 9 an optional and rare event would work, or simply making the level shorter and a tad more forgiving. The length of the overall level coupled with the long stretches of no solid ground is what makes fatigue set in quickly. Making sure the run length stays around the same as the early access days will help preserve the replay value.
Man if I knew you could cycle powerups like in MMX I would've set it up ages ago that way, thanks for the info and sorry once again for being so prickly, the stage just ended up bringing my blood to a boil because I did not have the right weapons to deal with all the traps, not to mention I tried a new piece of leg gear just to have fun with it (Since I love dashing) and I ended up losing all my lives on stage 9 because of it...
Example: Pulsing beams while on moving platforms, ending with Yoku (Vanishing) blocks. If the Yoku block isn't there yet, you essentially have to try and stall until it is:Oh wait right that pulsing beam is going to hit me and knock me off and make me start all over. *Brilliant*
Stage 10 by comparison, while difficult, still feels a lot more fair because for one it doesn't use bottomless pits, and has more sections where even if you take a hit, you can still advance courtesy of your i-frames.
I agree though that it's massively out of line with the rest of the game, though. The fact that there's not even a single solid ground segment is absurd.
I absolutely love the length and challenge. It puts my skills to the test and truly feels much harder than the regular levels - as a boss level should be.
Seriously, no other stage tests my platforming the way 9 does.
It's exhilirating finding a temporary safespot before platforming my ass past the next section.
We need more videos of purist runs completing this stage.
To show it's VERY possible completing it without any upgrades.
The regular 4 stages are just more forgiving - so new players hit a difficulty spike on stage 9 That's NOT A BAD THING! >:|
I think people are knee-jerk reacting to the difficulty honestly.
I love that aspect.
~Pay attention to the pattern before you zoom across everything.
~Time your jumps - Don't just blindly speed through and then complain why you get hit by a laser or there's a missing block
If the block is missing, you stay on the platform as best you can. It's essentially a balancing act as you wait for the right opportunity to jump.
Sucks that it'll probably get a nerf though. I gotta record a few runs so I can demostrate how possible it is without any upgrades.
Lawd people are so damn used to blaming the game as opposed to their mistakes - leading to their deaths. I hate to be one of those guys, but if the original Megaman and X games came out today, and had a forum. I guarantee plenty of people will complain and end up nerfing the endgame and bosses. Especially Sigma
~~~~~~~~~~~~~~~~~
I mean, do you guys realize, that by it being super difficult (as an end-game should be) It creates a much more awesome and rewarding feeling when you finally do beat it?
Does anybody remember that feeling of accomplishment? Or nah, they just want to get past the stage easier as if the game wasn't a Roguelike. It's demoralizing yo =\
What you call frustratingly challenging I call exhiliratingly fun! Yet with enough practice, there's room to improve and you too can know the feeling of accomplishment overcoming something hard! >=D
Alright, end mini-rant.
If I play the first 8 levels really well, I should be at least virtually guaranteed to finish stage 9. Maybe if I play stage 9 badly I might be in bad shape for stage 10, but it shouldn't be the case that my entire run comes to a screeching halt on that stage every time, regardless of how well it's gone up to that point. That's just silly.
I've already beaten it. It didn't feel rewarding at all. I just cheesed it with hoverboots, which is really the only viable strategy.
The game would feel rewarding at the end if it felt like your entire run mattered, but due to the difficulty not ramping up properly, it really doesn't. There's 8 trivial stages followed by hoverboots or gtfo and then one last test of the final boss and that's it. Perhaps hard mode would provide a more consistent challenge, but the presense of stage 9 makes me not even want to contemplate hard mode, because again, it's way too far out of line with everything else.
Level 9 is tough, but level 10 is a nice repreive from level 9. Killing the enemies can give you a chance to restore health and energy from popping foes which you may need after the definitely-not-easy Level 9 boss, which helps players set up for the definitely-even-harder level 10 boss.
I'd think maybe shorten level 9 a tiny bit, but not too much, but enough where it doesn't feel like it drags on even if you're succeeding. And maybe add a couple more solid pieces of land at the end of every segment or two, as sometimes segments kind of string together and one mis step/being blind-sided by a foe can mean spending another minute doing the same platforming section all over again.
But otherwise, I think the difficulty should remain in tact.
In the case of more level sections that should be added, well, I can always boot up the level editor again and make some whenever I get time to help out I guess. But I think Chris plans to make a much easier level editor so maybe it'd be better to wait so it'll be easier and probably higher quality than what I could make in what tools we've got right now.