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The last level is a mess and not a fun one :/ In any other game I knew it was ME who messed up. Hollow Knight, Lies of P, MGR, Doom Eternal on hard, even Helltaker. It took me TWO TRIES to beat Dr.Kahl in Cuphead- boss people struggled with for hours. I always knew where my mistake was; when difficulty is fair, it's fair.
Here? Ummmmm, nope, my brain just can't process THIS MUCH ♥♥♥♥ happening all at once at that speed while being in place so tight. Sometimes I don't have enough space to move so I 100 % will get hit.
It would be fair if it wasn't for the 3 annoying bullets that follow you anywhere. Or you had 2 HPs instead of 1. Or enemies spawning where you're standing at the moment, killing you instantly. Or, you know, THERE WAS NO PAUSE BETWEEN DASHES so you could be moving constantly. Whatever bro.
"Git gud" comments are incoming in 3, 2, 1...
* The gas cloud when the boss slamming down to indicate its summoning the 3 warning indicator. It's a warning for a warning and it's green which should be reserved for dangerous things
* The wrench ghosts get a warning ghostly wisp that they...exist. The wrenchers already move very predictly that this warning isn't necessary and again it's green
* Yellow danger summons. I actually think these are fine, but it shows that the dev is willing to use another color scheme but didn't use it for other non-vital warnings?
All and all, I think the color green is overused this game and makes the signalling to the player confusing
The real thing to realize is, you have plenty of time even on hard. Just keep a dance and a rhythm and you can find it isn't so bad.
I mean its a bit more of a dance in 13 but you can effectively make the bullets launch on the side you are leaving and make them relatively easy to dodge. Basically there is a time frame to go from side to side. And once you kinda have that mental it just comes down to dogs. They are probably the last hurdle. Once you are doing the dance right the bull should die on spawn, the guys crossing aren't so bad; and you should either kill a skull on entry or not care cause they'll die on the opposite side.
My clearing run of 13 was actually me slowing down a bit and keeping a better rhythm going with making sure targeting was doing its thing and making sure Dogs hit the borders or were dodged through (exploding them).
Chapter 9 was also the same for me but without the dodge i kept making dumb mistake of stepping into the electrified floor; I think that killed me more than V; just saying.
But I understand if its hard to get a groove going on 13... but the one big realization is that you have a lot of time, just get into a groove of crossing back and forth and it should be pretty simple.
yeah most of my trouble with trying to do Striga III was just the sheer amount of visual clutter on the screen, it's arguably easier than 12 because your dashes can be used offensively but sometimes there's just so much going on I always end up missing a stray projectile or accidentally walk into an enemy.
Sit in these alcoves, dashing as needed to beat up the dogs, until he uses the targeting shots, and then make your run to the other side. This gives you the entire width of the level to use as well as makes the horizontal and upper spreads irrelevant as they immediately hit the walls.
I couldn't STAND chapter 9, the boss was so fast and i literally did not have the mental bandwidth to keep track of the floor hazards which I ended up dying to the most lmao
During the "other stuff", you have plenty of free time to move around while ignoring the boss. True, you have to worry about the global lightning strikes during this time, but it's just that and the static hazards.
So, what you can do is trigger step 2 at a place of your choosing, so you can handle step 3 where the floor hazards can't get you. Then during step 4 you can put most of your focus on the floor hazards. You can ignore the boss until she finally gets back to step 1 and starts getting close, at which point you can do it all over again.
smart strat. looking back i think i was too paranoid of the boss getting close during the global AOE attack when i shouldnt have so i would rush
This was 100% my feeling as well. The giant translucent effect to indicate the line charging is wholly unnecessary and takes up most of the screen. Most of my deaths were to stuff I hadn't even realized were there because I just can't filter through all the green to even recognize what I need to watch out for.