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I like it the way it is right now. I can benefit from my badges and still have a good amount of difficulty.
That said depending on how many badges you took off, it might not be a bad tradeoff to wear them. I think DEF trade (the one which gives you 15% attack and +20% defence) actually can decrease boss level by wearing it, or at least not have as much of an impact as other badges which cost 8 PP...bah too lazy to test.
Well, you can straighten them up after each boss killed, something like Prinny games did. Seeing them go down 7 level after i took off some extremely optional badges is strange to me.
rematch vs Keke Bunny with 16 badges, LV 132.
Rematch vs Keke Bunny with 0 badges, LV 88.
That was an earlier version of the game though, not sure about the scaling now.
Recent patch changed how the badge affects the boss level, since we found it affect way too much in the end game.
Last time I ever saw this in a 2D side-scrolling game was for Megaman X5.
https://www.youtube.com/watch?v=Z2AboJ-cNpE
The thing about it progressing based on just story progression or number of bosses beaten is that you can go around and get like a ballpark 70% of the items in the game without fighting more than like four bosses. That would cause the rest of the game to be absolutely steamrolled. Honestly the current system works well and helps ensure that bosses at least put up a fight regardless of the amount of items you get.
But i get that you can't just change system like that right now, because game is balanced that way and it would ruin it. Still enjoing my playtrough on hard, but some bosses kick my ass so i came to wine a little on forum =)
I'm not sure how leveling is a lazy answer, though; personally I think it's a clever way to ensure the game remains a challenge, and a much welcome sight after playing something like La-Mulana where you eventually reach critical mass and just stomp over most of the game's remaining content.
It's still a Metroidvania in spirit, which is the big reason I brought it up, especially as something you were familiar with. Regardless of what it's supposed to be more about, the fact is that you do eventually reach a point where enemies are minor roadbumps in traveling from point A to point B, and the same is honestly of most boss fights in that game. Don't get me wrong, La-Mulana is a fantastic game, but it does fall prey to that, and I'm fairly glad that Rabi-Ribi doesn't have that problem, as the bosses in Rabi-Ribi scale so that you can't really ever overcome a challenge by just picking up more stuff in a lot of cases.
I'm unsure how that equates to lazy design, still. I imagine getting everything to scale properly was no easy feat.
Most enemies can curbstomp you from the beginning, especially made worse by the player knockback effect which can send you into a pit with more enemies or spikes.
I see any leveling system as lazy, because while i get that without it we can sometimes get the situation where you overleveling everything, it's easier just put an automatic system that balances the whole game then balance each encounter. But, again, Rabi-Ribi was developed with this system in mind to begin with, so we can't just change it right now, it would be unbalanced because game is too open.
It's just that i like to conquer games like a mountain and don't like when mountain get's higher just because i took more gear. It had to be high to begin with. I probably formulated analogy badly, english is not my first language.