![]() ![]() In case of Brevon we defeated each layer of machinery until he had to fight himself. I think the fight against Merga feels tiring not because of 6 phases, but because they feel arbitrary. Neera has it slightly easier because she can place icicle landmines that deflect purple waves, but she still has no means of safely attacking and dodging Supermoon. Final Merga is the most difficult, but at least she moves in a pattern, which doesn't change the fact that she leaves little openings to safely attack (same as with Eclipse, Lilac can dragon boost to not get hit, Milla can stay at range and block purple waves).Ĭarol has it the hardest, especially because disc is hard to aim and it's the only safe attack. Super Moon is really hard to hit without getting hurt (Lilac dragon boosts, Milla blocks small knives), Eclipse is inconsistent whenever standing on top of Merga will hurt us or not (Lilac can just dragon boost to not care, Milla can deflect purple waves). Why Lilac and Milla have it better? Because of their defensive abilities. The fight is pretty well balanced for Lilac and Milla, but for other characters. ![]() And make final fight theme more fitting for final boss fight than for ordinary level. Maybe, if she had three weapons and attacks from it she switched between in first phase, other 2 in second phase and final as third - it would make fight both not so annoying and more challenging. Fight with her is more like challenge level, than boss fight. If you are good in feeling of rhythm and aim, you won't struggle with them, yet, they are fun. Simple attacks, but have some serious one. But understanding come after some tries.Īnother good example: Metal: Hellsinger. Everytime I face boss, I literally have thoughts "How the heck I need to finish him? Oo". Hornet, Grimm (Oh, his first fight is magnificient), Mantis lords, Hollow Knight, even the Radiance.Īnother good example: bosses from There are no light. Every phase demanded from me learn a lot about his moves, but it was fun.Īnother good exapmle: most of Hollow knight bosses. I wasn't annoyed by any of it (and was super eager especially for the last one). Literally, I've started to switch-rotating weapons, which previously I've done much less because of good boss fights there.Īnother good example: Brevon. Good example of good boss desings from indie game Ultrakill - I wanna try again and again, seeking where I was bad and go back to overcome the challenge. When boss become annoying - it's, at least, a desing flaw. There are easy measure for how good boss desing is: when player lose, but wanna try more and more - it's a good design. The last phase is pretty tough depending on the character but I'm learning as I replay the game, there are ways to reliably beat her and even the last phase attacks in a learnable pattern. are you sure its actually badly designed and its not just you struggling with it and calling it bad? Originally posted by RadicalDreamer1999:Hmm. Especially when considering that the first 5 phases are actually pretty easy and have easily telegraphed attacks/easy to learn patterns. But "all phases are badly designed" without any actual explanation as to why is just gonna lead me and others to believe you're just having trouble. If you're complaint was just "there's too many phases and it lasts too long" that'd be understandable. And still not knowing how to use it at the end of the game is kinda your fault not the game lol. The game is very lenient with the timing. ![]() It's not like its a hard to time parry or anything. I admit I even fell into doing this with a few bosses in this game until I actually learned the boss patterns on repeated playthroughs.Īnd I can't imagine even having to "master" the guard. Refuse to dodge attacks, fights boss without playing by their rules, then claim its badly designed. are you sure its actually badly designed and its not just you struggling with it and calling it bad?Ĭuz, y'know, this is a very common thing gamers do. ![]()
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