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Hit it until it dies. Back away at the highly telegraphed moves. Win.
The massive amount of health you start with in this game is ridiculous.
I tried to keep the challenge present by having the Heart of Holy Purge equipped to disable healing and it only helped me enjoy the game slightly more. I can still count my deaths on one hand.
So to try and get back my initial appreciation of the game's atmosphere I was seeing how far I could go through the map without saving, at the same time picking up as many secrets as I could.
The game just forces you to become more and more overpowered, which not only defeats the object of any game, but is immersion-breaking even with an atmospheric masterpiece like Blasphemous.
Running around with 'god mode' enabled really killed it for me, and that happened after picking up just one sword upgrade.
Penitent One should take at least 100% more damage from enemies and enemies should have 3 to 4 times as much health. As it stands you don't even get to complete a 3 or 4 hit combo before mobs die, so half of your moveset is obsolete.
I agree with you, Penitent one makes too much damage and has so much life and flasks that you can just walk past everything taking damage, making all harazds pointless except for those sppikes that insta kills you. I made no health upgrade run and still too easy due to the amount of damage you can do. Im looking forward the nightmare mode, I hope it delivers a real challenge.
I'm with you on this mate. A nightmare mode would make it one of my most loved games of all time. Such a damn shame about the current difficulty.
Idea.
Penitent One never gets any stronger, and has the whole moveset from the start. Mea Culpa statues could be like sacrifice shrines where you choose which ability/upgrade to destroy in order to keep a boss dead, otherwise they respawn and you can't complete the game if even a single boss is alive. The mode can only be completed when all bosses are locked in their graves, which would result in the Penitent One having no upgrades and a standard health bar to take on whatever boss remains at the end.
Should probably go more extreme with this concept but that's the devs job. Why should the player base need to come up with ways to handicap ourselves, just to make games enjoyable?
[edit] Guilt frags should drop not when you die, but when you try to skip enemies and run away. Only way to retrieve a guilt frag should be by defeating the enemy that was escaped from. There's no shame in dying in combat, it's the opposite so why does Penitent One accumulate guilt for dying in battle?
Say, someone plays by dashing past all the enemies, and leaves guilt frags all over the map, because they see their health and fervor bar growing as a reward for this kind of playstyle, only to realize later on that no boss will remain dead and their overpoweredness is actually a mark of shame that needs to be rectified.
link------https://www.kickstarter.com/projects/828401966/blasphemous-dark-and-brutal-2d-non-linear-platform
In regard with those ideas you guys mention in your post, though they are cool I would be happy just by having options like to choosing to loose all tears of atonement on death, or caping health, magic pool, the mea culpa damage, etc...