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1) Get moving! Getting cornered or trying to draw reds in will get you killed by the bosses almost every time. As soon as you get the glitch announcing a boss you need to go on the offensive and try to end the level as quickly as possible. Most times you should be able to do this before the dog can leap.
2) More specifically for the dog, never move in a straight line. While there are some bugged pieces of geometry, typically if you break LoS before he gets fully charged to leap he will continue to persue on foot. Using the hotswitch or chrage cores or the telestrike hack are also good ways to avoid his charge.
I personally used Recall as my core for the entire second half of the game. Because you start with, and can almost always have, a lethal melee and ranged weapon in hand (plus kills with the recall) it feels like the core with the highest "DPS". The upshot being bosses rarely get a chance to close in before the level is over.
https://youtu.be/5dg6PWKWysc
Old games, like Doom, Duke Nukem, they had a time-out in menu. If player is not touching inputs for some time-out, then "demo mode" was activated, showing some pre-recorded game clips.
Now, if for every level "menu" there would be a built0-in description, like difficulty+main theme ?
And if a player is "stuck", if he stares blankly at menu knowing not what to do (or if he took rest A.F.K.) - the game selects and starts playing pre-recorded game by some player with similar skill and facing similar problem? So the confused player can look into others (of about same skill) dealing with same trouble and take some clues.
Granted, this would require making a "library" of real games of diverse skills and levels.
And that would require implementing robust save and replay system, i was asking for since beta 1 :-D