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I think there should be more than one 'final challenge', at least after you beat the game. A choice between the IRIS fight or a huge arena fight or a timed platforming section depending on what you think your build can handle at the end of the run would be pretty neat. It'd make it more fun to do experimental builds, or at least make it less tempting to run Mark builds all the time like I've been doing.
That's actually a really cool idea. Would be nice if that choice was at the actual end though, and not determined by the route you took, because some routes just plain suck.
Somewhat, I suppose. I find I'm not focusing so much on weapon type but rather damage type. Elemental damage is so overpowered in this game. Honestly, I almost ALWAYS end up with a heavy weapon (minigun/beam gun/etc.) and it just absolutely melts (especially with elementals attached).
an example of weapons that are very good vs. regular enemies and very bad vs. a boss is the tesla rifle or slingshot, both do significantly lower DPS than most similar weapons, but are highly effective due to the automatic ricochets
an example of a weapon that is much better at fighting bosses than smaller enemies is the tomahawk, because each hit generates a healing pickup that you collect automatically. whereas vs. regular enemies it only adds 1 extra health pickup per kill.
general purpose weapons work fine for this too, which would be weapons like the guerilla bolter or windmill rifle that are effective in both situations
then there are a few items that are definite 'boss killer' trade-off picks that are useful to collect along the way to the moon
the most obvious examples are the corrupted explosion-type items
there's perfume that increase explosive damage but decrease radius (explosive radius makes zero difference vs. a screen-sized boss)
or the banana that increases explosion damage vs. 1 target but reduces damage vs. multiples
you have to be careful not to grab too many trade-off items like that early on, or it will be a struggle to clear rooms