Gravity Circuit

Gravity Circuit

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QuotationMarX Aug 31, 2023 @ 11:49pm
I'm Not Feeling The Bosses NGL...
So I'm currently on Crash as my 4th boss and I just can't enjoy the rhythm of this games boss loops because it feels inconsistent with the gameplay loop during the stages where it's a heavy emphasis of the use of the hookshot and throw system. The Boss loop feels more like constant hit and run unless you have EN which is odd because they're quite a few opportunities in some of these bosses to use the hookshot to lead to more damage but the extra few points of damage it gets you doesn't outweigh the required gymnastics. For example I can grab the the rocks in this current boss fight to then throw it at the boss but why would I do that when it requires taking my focus off the boss, it locks me out of my main movement mechanics and when I throw it at the boss they don't so much as flinch and immediately shred my HP for having the gal to try it.
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Showing 1-8 of 8 comments
QuotationMarX Sep 1, 2023 @ 11:13am 
To add to the thought being able to stagger bosses by throwing hazard they throw/drop back at them would be nice.
Jean Sep 16, 2023 @ 11:52pm 
2
I'm curious if you played the games this is clearly based on... that is just how Megaman games play, really. The bosses are going to be all about avoiding attacks/learning when it is safe to hit without taking damage
QuotationMarX Sep 28, 2023 @ 12:48am 
Originally posted by King:
I'm curious if you played the games this is clearly based on... that is just how Megaman games play, really. The bosses are going to be all about avoiding attacks/learning when it is safe to hit without taking damage
I do and it plays barely like those. It's clearly inspired but it's doing it's own thing just the rhythm of combat is not that great. Like I'm getting a mixture of Classic and Zero Vibes but like I wrote it just doesn't click like either.
PeyPey Sep 29, 2023 @ 10:22pm 
Yeah I can get what you mean. The hookshot (and EN) is pretty important against enemies and platforming, but gets less mileage in boss fights for sure. I usually used it for navigating the boss arenas, cuz the advantage it has as a ranged weapon and for catching throwable items isn't great. Boss fights definitely skew towards EN usage, which made my no-new technique run harder...though I also did it on Hard mode with no-new boosters and Circuit Mode on, so yeah. At least the combos you can land with EN are sick
And to add to the stagger idea, each boss and miniboss having a unique move or gimmick that encourages the hookshot as a counter would be sick. The only one that feels this way to me is Patch
Last edited by PeyPey; Sep 29, 2023 @ 10:27pm
Jean Oct 6, 2023 @ 11:03pm 
Originally posted by QuotationMarX:
Originally posted by King:
I'm curious if you played the games this is clearly based on... that is just how Megaman games play, really. The bosses are going to be all about avoiding attacks/learning when it is safe to hit without taking damage
I do and it plays barely like those. It's clearly inspired but it's doing it's own thing just the rhythm of combat is not that great. Like I'm getting a mixture of Classic and Zero Vibes but like I wrote it just doesn't click like either.
Curious, because I feel like it feels like both, while also being it's own thing, and I find it really satisfying. Shovel Knight is similar, and you don't steal powers from bosses in that either (base SK, I haven't played anything else)
QuotationMarX Oct 7, 2023 @ 3:10am 
Originally posted by King:
Originally posted by QuotationMarX:
I do and it plays barely like those. It's clearly inspired but it's doing it's own thing just the rhythm of combat is not that great. Like I'm getting a mixture of Classic and Zero Vibes but like I wrote it just doesn't click like either.
Curious, because I feel like it feels like both, while also being it's own thing, and I find it really satisfying. Shovel Knight is similar, and you don't steal powers from bosses in that either (base SK, I haven't played anything else)
I personally don't click because from the Zero games there is more definitive variety, You could soley play the elements game and stagger your way to victory, You can mix and match your arsenal weapons body parts (elves in 4), you can do combo's (which is the only major similarity and Zero has more of a fun learning curve because it's not tied to a resource, you could force a stagger by hitting bosses during certain attacks or with just the basic charge attack as well as having good poking tools and lighting fast movement out the box). You can do a (albeit you have to commit to two weapons unless you are willing to constantly menu) frankenstein of all 3. Gravity Circuit feels like it has 2 of the 3 things down pact in it's own format, Chips being a combo of the elves and body-chips is neat. Techniques are the staggering tools which means EN usage is required to stagger outside a phase stagger, which is not always an available resource unless you spend to repair or build the meter or use the extra mode which you have to beat the game to get. Thankfully some of the movement quirks were adjusted so its smoother to play. Shovel Knight even goes there as it gives you the option of items you can discover in the bosses stage and purchase that share many similarities to the bosses (though I think there are only 2 that are tongue and cheek "weak" to a specific item) Shovel knight functions more like a classic NES Castlevania Mixed with Mega Man so it focuses more on weapon utility than weakness charting.
Plumber Oct 11, 2023 @ 3:41pm 
While bursts require energy, they're massive damage and safety when used correctly and even with 2 energy bars you can do 9+ damage in a combo. Energy Absorber is a default chip and you always get a little more than one bar from reaching the next phase of a boss. You're right that it's pretty committal though
Matchstick Oct 31, 2023 @ 7:43am 
Having beaten the game twice now, I promise you that Crash is the least fun Circuit fight in the game. His jump attack and drill hookshot hit me almost every time.

Try using sliding to get under and behind him on the jumps, and bring the double-jump to get over the drill hookshot.
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