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Thx long rants are soo boring to read.
And i agree its optional and you can ignore it
It's not unfinished, not a prototype, didn't say it was too hard, didn't say to remove it. Good job.
It sort of comes down to luck on room formation, and playing on the incredibly cautious side. It's not worth hunting down all of those robed guys before they can become door guards, since the boss door room typically forms in a way that can screw them over too. Never trust the level name splash, go straight for the key, and hope for the best with enemy placement. The boss on that level isn't too bad, but it does leave blood with each move, and I'm willing to bet it hurts to touch, so treat it like a game of Snake while doing small hits and dashes. Occasionally, he'll stop and shoot fire, which is when you can get a few good hits in.
The level after that is easier to me, but that depends on how well you can fight the knife-throwing enemies. Dashing into the projectile deflects it. The boss is just an upgraded version of them, and if you back against the wall immediately upon entering the room, you can take out some of the regular enemies and make a clearing to fight him. Stage after that has only ghosts and robed guards, with no boss, and after that is the final stage, with the optional room for the true ending. The last boss seems harder than he is, but you can rush him hard while dodging his one attack. If you went the true ending route, he can't heal, but as long as you keep him in a vertical path, he never gets the chance anyway.
It's a pretty fun mini-game, and could make a decent standalone. There's just a weird hitbox dissonance going on with the floor traps, a hard rebound, and no real invincibility frames, so you can easily get bounced back and forth between floor traps that really seem like you didn't touch them. And take off headphones any time you see those little hairball guys.
Eh, I beat it pretty easily aside from the cheap-out stuff, which all sort of combined in that one level. It reminds me a lot of the first Rayman game, where most of the difficulty came from getting hit by things immediately off-screen, which often knocked you into instant-death pits. That was still in the time where "lives" systems were used on games as a layover from the arcade days, and were kept to make the games seem longer than they were.
Bahahaahhahahahaaa!
It's weird seeing a giant novel written over an optional mini-game that has no real bearing on the story.
This reminds me of the days of NES games, where they were incredibly unfairly difficult and you just had to suck it up and deal with it. Kids back then didn't whine on the internet because they couldn't, and it was even worse for them because a majority of kids would rent out games for the weekend with no idea on whether the game was well-designed or not. Once you rented out the game, that was your weekend game, even if it sucked you still may as well kept playing it cause... it's a new game to you and you only have it for the weekend.
Lots of games back then were super punishing, like once you ran out of continues that's it, game was over, and it was tough to find more continues.
Are there infinite continues in Demontower? I haven't actually died often enough to get sent all the way back to level 1. If there are infinite continues, then the RNG and annoying things are kind've irrelevant. You died on that level? K well you can try again. Frustrated? Stop playing the game and play the NITW game, or just take a break all-together.
See I can make a mini novel too! :D
I like lengthy replies, but I guess that's because I still have an attention span and like genuine discourse. I dunno, I guess most people can't be bothered these days.
It wasn't the NES days for me, but around age 9, in the wild early days of the PS1, I definitely got burned a few times by rental games. I remember one game for Toy Story 2 that was teeth-grindingly difficult, but something about it made me keep renting it until I beat it. To this day, I can't tell you anything about the game, except that the last part has you fight three major bosses at once, I want to say either in an airport terminal or in an airplane cargo hold. And something I literally just remembered was that there was a lot of platforming with that early-3D camera frustration. Now I want to play it again...
Oh, and it never sends you back a level, just regenerates the stage each time. The first time through, I died a few times across the board until I got a feel for the controls, but going back for the true ending, it was only that one stage that I got hung up on. I did actually take a break from it for a while, but there's this sort of completionist mindset I get when I know I *could* beat something, but at the moment *can't*. Trials and Burnout: Revenge were the worst games I've ever had that compulsion with. There's still one Burning Lap in Burnout: Revenge that I've never seen completed in an NTSC version of the game.
I'm only doing it for the achievements but it feels like a slap in the face since this is not really anything like the game I enjoy. And I have to finish it for the Seriously achievement which feels like the achievement that really embodies what I like about the game, ie. the characters and relationships and what they did for Mae hence she records them in her journal.
This boss fight is a little bit easier when you learn that dashing into the knives deflects them. Found that out totally by accident. Works on the little scarecrow guys too. I've come around to genuinely liking Demon Tower, but I still say Blood Moat can eff off.