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You absolutely can be forced into a situation where a shock trap WILL hit you if you try to cross it, a lightning bolt is pinning you in, and she's still going for her melee right on top of you. It's already happened to me more than a few times.
You get a pretty generous notification before both the shock trap and the lightning bolt. The generator timing isn't to tight that you have to beeline every one. You can afford to double back if you recognize a dangerous situation.
Please refer back to the original post where I state that I only have two eyes.
I cannot keep track of the trap, the bolts, AND the ghost trying to smack me at the same time. One of them has to be looked away from. That's when one of them gets you.
I figured that out fast; the issue becomes that they can overlap if you can't get out of range fast enough, and the hammer waves can't decide if they're delayed or instant hitboxes, because I've been hit at the very edges of their waves both near instantly AND after a delay, wheras the shock trap hitbox duration is so minuscule its not even really a valid threat until you look away for half a second and get hit by the 0.2 second long hitbox.
You either pay attention to the traps and thus lose track of the ghost or the lightning's exact location, or forget the traps because they're rarely an actual threat just to get tagged by them because it only takes one hit to get killed.
Well that's not really RNG, is it?
I would kindly ask you to not try to intentionally dismiss RANDOM lightning bolts as not RNG. They are, quite literally, random.
level's fine, it's challenging enough and good fun when you get the hang of it. take it one step at a time.
So is the problem that you can't keep track of them or that they're random? You have *so* long to see an incoming lightning bolt.
Which would be fine, if I was a hardened battle veteran of the bullet hell genre.
But I'm a normal person, so having to make six different movement adjustments in one singular second is an extremely hard demand.
I know every single pattern and every single attack and they still hit me because I have to determine, within one singular second:
- Is that shock trap going to hit me
- is that lightning going to hit me
- Is that a lightning warning, or a shock trap warning
- what is the pattern of the lightning?
- How close is the ghost? Can she immediately attack me?
- At what point in my path did she target me so I dont backtrack straight into the AOE?
Whoops, that was actually a shock trap icon and not a lightning icon, so hesitating for half a second just got you killed since you didn't have enough time to dodge the 4-way slam. Try again. Rinse and repeat.
The idea of "react better" is a nice on in theory and in retrospect, but in practice and under pressure its a very fallible idea.
E.g. when she's running you down to do her "rush at you and then do three teleport-and-cross-shaped-aoe attacks", what you can do is move to invite her to do the rush attack in a convenient place and then do three diagonal dodges -- you don't even have to react for these since you now know exactly when and where they're coming -- and voila, you've moved through that part of the attack pattern and are free to cover a lot of ground while she's on the other half.
I guess technically this is "react better", but it's asking you to react better to "she's starting the first half of her attack pattern and you have a few seconds to decide where to take it" and not "she just teleported so you have a split second to twitch dodge the cross aoe".
Planning ahead and manipulating the ghosts so they don't trap you is how you live. Sometimes you'll have to take another lap before you can fix or grab something.
I have my own grievances about how this game is designed (like the weird beat 'em up style perspective) but I do appreciate how it's mechanics make it stand out from other games in the Diner Dash genre.
there is quite literally nothing more to it than "react better".