Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As much as I love this game (and it'll easily be a contender for best of the year for me), I definitely wish it took the challenge a step further with most bosses. High difficulty fits the style of this game, for sure.
You are talking about both the normal final boss and the REAL final boss, right?
I'm not sure doubling her health would be enough to make her "harder", though.
I'd like to know your opinions on this so any future rebalancing could be done.
The solutions I'm considering for now are quick things such as removing the ability to stun her, decreasing the time between her attacks.
Even if I have to restart because I wanna perfect every boss in the game the pattern are quite easy and not very punishing sometimes you just have to walk to evade.
Pardoner took me one hour to perfect without using item and the final boss took less than 10 minutes.
I don't think the HP are the problem but the attack are just too predictable.
But it stay an awesome game one of my fav !
Sounds great!
Other than the bosses being a little too easy, the only other criticism I have is the item that adds fire damage (forget the name of it) makes the bow a little OP against normal enemies since it stun locks them so easliy. Not a big deal, I just find myself only using my bow near the end game on enemies.
Overall the game is one of my favorite retro style games, along side Cave Story and Freedom Planet and I really enjoyed playing it.
I think reducing the delay between the attack animations (The things you you have too look out for so you can dodge) and the attacks themselves would be nice too.
I think she's too static and spends far too much time waiting before doing something, even when you are just using arrows!
PLOT TWIST, she takes away your arrows :P
Actually eventhough that came out as an joke...that's not a bad idea by taking away something the player may have been accustomed to use the whole game then be limited to just one source, being the leaf of course since that's how you get the true ending. BUT HEY it's just a thought.
A more interesting way to fix this could be to have the boss's attacks react to what the player is using against her, essentially increasing the risk/reward for those items without making the boss too difficult for players who don't have them. Some ideas along this line:
- If she get's poisoned her attacks have poison clouds.
- If she's being hit with fire then her attacks leave fire on the ground.
- Arrow spam could be countered by a summonable sheild which then has to be broken by the leaf.
- Tthe boss copies the damage buffs that the player uses to make buffing higher risk/reward.
This is all probably too complicated and would change the fight too much, but I just wanted to toss some ideas around since I was thinking about it.
For clarification, I'm assuming that I fought against REAL final boss since I upgraded the leaf? I've only done one playthrough so far so I don't know the difference between the normal and REAL final boss.
Yes, you did!
I did some balancing tests, and I currently arrived at these changes:
It's hard to add new moves and things like that after the game is released as it would take time to plan, produce, test, etc. I believe these changes I just made at least made the fight a bit more like the other bosses.
Omnomasaur's suggestions about adding risks for using buffs against the final (or other bosses, depending) are really solid ideas.
In some respects, I felt the combat shined its brightest at the one-on-one human encounters like Fennel (omg, she is the best) that forced constant movement and anxiety--much like Bloodborne. Like someone else said, the final-final didn't really cause distress because her attacks were telegraphed and easy to dodge.
Q: Would you ever post up source code for this or past games? I really want to know how some of this stuff, like Fennel's combat, is handled by GML.
Thing is, every boss could be rendered trivial with the absolutely insane amount of options to game gives you if you go out of your way to obtian them... and this sort of design is fine. Especially considering it's how metriodvanias are balanced.
So... The only thing I see making the fight better is to just give it more unpredicatabily to thier patterns, or something that would make it tough to figure out if you were to enter the fight without a whole lot of the overpowered setups. I went into the fight with bare minimum gear... on hard mode(frist run), and felt kind of upset that there wasn't much to learn from it. But.. maybe that's okay.
Well, if it changed, it's changed. Can't say I had a problem with it enough to demand it be tougher.
You erred on the right side of making the last boss too easy instead of too hard. Slight tweaks to attack patterns please only, don't buff HP.
Fennel is difficult because she's fast and hits hard and wide, so missing a dodge or getting a bad position is mostly fatal. The last boss, while it takes a long time, telegraphs the attacks a lot, and the most telegraphed the attack, the harder it hits (some of them one-shot at full health on Hard).
Against Fennel, I tried to use Atk boosting (Tainted Missive) and ended up not paying back well, since I couldn't hit her enough to make it count, and that bit of life lost makes the next attack lethal unless healed (which spends the few bells you have at that time). On the other hand, against the last boss fight I used the Black Sachet, getting the least hits in (believe I made a perfect fight), and even combo'd the Tainted Missive at the last stage, which made it last a few seconds (I believe it did three attacks before dying). I still consider Fennel the hardest boss on the game (and did it feel good defeating her...), but that may be because I was still getting the hang of the controls or because I couldn't dodge in mid air at that time.