Blasphemous

Blasphemous

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AILAD Jun 27, 2020 @ 8:36am
Falling on spikes is instakill??
I've played similar games to Blasphemous recently like Hollow Knight, Ori, Wings of Vi etc, and in all of them if you fall on spikes or fail a jump you just take a hit or lose a big chunk of HP.

I find it unfathomable that in Blasphemous failing a single jump can send you back to the save point, even if you're at full HP. This is stupid and frustrating, especially when you take into account how clunky the platforming already is.
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Showing 1-15 of 111 comments
hyperstructure Jun 27, 2020 @ 11:45am 
2
this game is piss easy who gives a ♥♥♥♥ that the spikes kill you. here's a guide to dealing with spikes in this game

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BLASPHEMOUS SPIKES GUIDE v1.12
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Chapter I
Part 1
Don't fall into the spikes or you're dead

The End
Copyright 2020 Structure TM
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hope this helps
AILAD Jun 27, 2020 @ 2:45pm 
Originally posted by structure:
who gives a ♥♥♥♥ that the spikes kill you

I do, because I don't want to backtrack for 5 minutes every time I make a small mistake. I mean if the platforming in Blasphemous was actually good it would be okay but it's not.

And I've played much harder platformers before like Wings of Vi, Boshy, Kamilia 2/3. None of them makes you backtrack for 5 minutes because you failed a single jump.
Serann Jun 27, 2020 @ 11:12pm 
Yeah, the instakill on falling down somewhere is ridiculous. Be it spikes or pits or whatever. You don't have to copy -everything- from Dark Souls. Falling down in Dark Souls killing you immediately made sense there, but this game is a -platformer-, the instant death is way too harsh and annoying a punishment.

And every time you die, you have to go back there, get your bloodstai- I mean completely original something or another and you're right back where you started. I think my most favourite annoying moment was when I had paid tears to be fully healed, only to get knocked off a platform by one of those coffin guys turning around faster than I thought, combined with the wind turning.

Edit: Actually, let's elaborate on that damn ice level, while I'm at it, because the game design there is pretty bad. The snow storm is difficult to track, because you can't actually see it on the background, because it's all white-on-white.
The wall statue enemies are annoying speed bumps that force you to repeat the same dance every time you encounter one: tease, dodge, slash slash, tease, dodge, slash, slash, tease, dodge, slash, slash, slash.

And then there are the marble coffin enemies, who do basically the exact same thing, only they are moving. You can't even block them effectively, because it risks knocking you off the platform, since blocking them knocks you back and wastes your time, since you have to tease them, again. If they had made the strikes parry-able, the fights against these enemies would be faster, riskier and feel more rewarding.

The ghost bell enemies, who will regularly float into solid walls, forcing you to wait for them to come to you, wasting even more time. The annoying wall jumping puzzles, who feel like they take forever, because the movement and animations of your character are so slow.

Wow... I got a bit off-topic there.
I guess to summarize: the platforming in this game isn't very good. And many of the enemies aren't, either.
Last edited by Serann; Jun 28, 2020 @ 12:11am
Psycho Pie Jun 29, 2020 @ 1:18am 
2
You know. in the Steam store, the game is described as a punishing plateformer, meaning that having to get send to the last shrine you activated upon death, including being instakilled by spikes, is perfectly normal.

despite having read the description, you bought the game and you still have the nerve of complaining that the spikes insta kill you... some people are so up their asses, it baffles me sometimes
Serann Jun 29, 2020 @ 3:43am 
Originally posted by Psycho Pie:
You know. in the Steam store, the game is described as a punishing plateformer, meaning that having to get send to the last shrine you activated upon death, including being instakilled by spikes, is perfectly normal.

despite having read the description, you bought the game and you still have the nerve of complaining that the spikes insta kill you... some people are so up their asses, it baffles me sometimes

There is being a difficult game and there is being an annoying game.
A challenge with which you need 20+ tries to succeed is difficult and not afraid of giving you very regular saves, because they know that their challenge is hard enough to keep you occupied while still respecting your free time.
A challenge that makes you redo a boring, easy part for 1-5 minutes, every time you fail, just to pad out the time is annoying and essentially wastes your free time, in order to seem like their challenges are harder than they are, by making you invest more time than your actual attempts at the challenge.

People say that games like this or Dark Souls are difficult. But they're really not. They're just annoying and waste your time, making it -seem- like the game is difficult. A boss I need 10+ attempts for is nothing new. But like this, they SEEM like they are really difficult, because you have to invest a lot of time for every attempt, like old console/arcade games, which were built to waste your time and money.

So yes, when a game is being annoying, rather than difficult, after announcing how difficult they are, you can bet your ass that I am going to complain. You might disagree on a personal basis and think that redoing the easy parts every single time is super fun, but in that case, you can't really blame us for having personal preferences.
Psycho Pie Jun 29, 2020 @ 5:44am 
punishing=/= difficult.

falling into spikes is your fault and as a punishment, you get to redo the trial from the last shrine. it is only fair.
Serann Jun 29, 2020 @ 6:18am 
Originally posted by Psycho Pie:
punishing=/= difficult.

falling into spikes is your fault and as a punishment, you get to redo the trial from the last shrine. it is only fair.

That is a very literal interpretation of the text. By that logic, if the game had been nothing but a black screen with a white line saying "Buyers beware", it also would have been 'punishing' and therefore you would have no reason to complain, because it fulfilled the literal meaning of being punishing.
Geo Jun 29, 2020 @ 1:43pm 
Eh, the only time this annoys me is when I simply cannot see the spike/pit, so in order for me to know whether or not its an insta kill or hidden path is to headbutt it. Still enjoyable tho, I think some of the traps kinda need to be insta kill, hollow knight wasn't difficult in terms of the platforming really, just because u had so many attempts to get it wrong
Serann Jun 29, 2020 @ 2:05pm 
Originally posted by ๖ۣۜAsphyXia:
Eh, the only time this annoys me is when I simply cannot see the spike/pit, so in order for me to know whether or not its an insta kill or hidden path is to headbutt it. Still enjoyable tho, I think some of the traps kinda need to be insta kill, hollow knight wasn't difficult in terms of the platforming really, just because u had so many attempts to get it wrong

The hidden white palace was definitely difficult, though sadly it also dabbled into wasting your time by making you redo previous segments again and again.
Apoc Jun 29, 2020 @ 4:19pm 
Spikes, pit and bosses are almost the only thing that can kill you, the game would be too easy without it. Most enemies you can easily riposte, ignore or dodge through. There are also very few spikes overall. The only spikes that gave me trouble where close to a Prie Dieu or Chapel of Travel.

If you want to complain about something, there are too few Chapels of Travel or shortcuts. You'll see the same areas all the time, to talk to NPCs or go back with a new ability, and barely touch some other areas. The backtracking is way more time consuming.
Serann Jun 29, 2020 @ 11:11pm 
That's another thing: all this backtracking and restarting from distant save points forces them to keep the challenges of the individual rooms relatively light, so that player can regularly get through them to get back to the hard parts. The exception being, of course, those annoying ice level jumping puzzles.

Really, I don't get the logic behind the sparse save points, they just seem to make the game more repetitive and more of a chore, than it needs to be. A game like Blasphemous strikes me like a very theme and story driven game, I don't get why they didn't just make it linear.
Last edited by Serann; Jun 29, 2020 @ 11:12pm
Geo Jun 30, 2020 @ 9:11am 
Originally posted by Serann:
That's another thing: all this backtracking and restarting from distant save points forces them to keep the challenges of the individual rooms relatively light, so that player can regularly get through them to get back to the hard parts. The exception being, of course, those annoying ice level jumping puzzles.

Really, I don't get the logic behind the sparse save points, they just seem to make the game more repetitive and more of a chore, than it needs to be. A game like Blasphemous strikes me like a very theme and story driven game, I don't get why they didn't just make it linear.
The game did take heavy inspiration from dark souls, so i suppose the logic was if you spawned at the start of every room the game would barely class as a challenge
Serann Jun 30, 2020 @ 9:38am 
Originally posted by ๖ۣۜAsphyXia:
Originally posted by Serann:
That's another thing: all this backtracking and restarting from distant save points forces them to keep the challenges of the individual rooms relatively light, so that player can regularly get through them to get back to the hard parts. The exception being, of course, those annoying ice level jumping puzzles.

Really, I don't get the logic behind the sparse save points, they just seem to make the game more repetitive and more of a chore, than it needs to be. A game like Blasphemous strikes me like a very theme and story driven game, I don't get why they didn't just make it linear.
The game did take heavy inspiration from dark souls, so i suppose the logic was if you spawned at the start of every room the game would barely class as a challenge

Sounds like that is a problem with the design of the challenges, more than everything.
Psycho Pie Jun 30, 2020 @ 10:29am 
or, probably, the developpers failed to capture the lack of skills of their customers, which leads to this post.
Serann Jun 30, 2020 @ 11:49am 
Originally posted by Psycho Pie:
or, probably, the developpers failed to capture the lack of skills of their customers, which leads to this post.

So your argument is that the death mechanic only works as intended, if the player never dies? Because in every other scenario, from dying once to dying a ton, my points feel valid to me.
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Date Posted: Jun 27, 2020 @ 8:36am
Posts: 111