well ive been playing these type of games for 35 years so have to disagree .... the plants spread of shots is too large to avoid in most cases , and happen too quickly .
I've got to agree on this. That first boss is killer. There doesn't even seem to be any kind of pattern. You just sort of have to hope that you're not unlucky enough to be standing somewhere that you'll be able to dodge properly. Even then, I wouldn't mind so much trying to deal with a hard boss, except that the majority of my time in this game now has been not even that boss fight, but in repeating the two screens and waiting for the text between respawning and getting the boss fight.
Oh, I beat it eventually, and the game was good. But my point still stands that if you die repeatedly the time spent in redoing it and waiting for the text and to be reminded how the skill that you just picked up for the nth time works is perhaps more frustrating than the repeating dying.
Possibly the only thing more annoying that the dying and the text is some stuck up dipstick troll of a commenter trying to invalidate other people's comments and opinions with a dismissive "you guys suck" comment.
The first is why most metroidvanias place boss in between checkpoint and powerup. If player is defeated by the boss, they don't need to repeat any text/dialogue popped up when taking the powerup, they simply have to retry the bossfight.
Thanks. Just gave it a try. Having beaten it already, it's hard for me to provide a "fresh" perspective, but I'd say it's an improvement. I still die a fair bit on the first boss, but it definitely is faster not having to go through the weapon hint text. The attack spread on the boss feels a bit more consistent now so it's easier to find a hole (although definitely not always easy to do so, which is fine). I'm not sure if the exclamation marks are doing much. If they're supposed to indicate danger spots so you can avoid them, if feels like they're a bit off target, since I tried a few times and got hit standing right between two. But with the better attack spread, the hints might not be needed.
I really wish the phoenix had more HP so it's less scary to travel here and fight bosses.
However my biggest gripe is enemies. They are too hard and too accurate. The fallen dandelion should just die when it touches the ground instead of continue running and the tosser plants should be less accurate or less responsive in their targetting to allow player to trick them.
That being said, I completed the game and get All is Well message at the end.
It's nice metroidvania, and it could be better if difficulty is toned.
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people are whining over the first boss, I beat it in like 3 tries, sound like a SKILL ISSUE to me
First boss is very hard, not very fun, but it's ok. Other bosses have nice difficulty. Thank you for this awesome game.
just read through the comments and seems were all saying the same thing ... pity the dev doesnt seem to like constructive criticism ...
Sorry, I haven't checked on here in a while.
I will try to fix some of the issues
that first boss - overgrown plant - is WAY too hard , cant get anywhere near beating it at all ...
well ive been playing these type of games for 35 years so have to disagree .... the plants spread of shots is too large to avoid in most cases , and happen too quickly .
I've got to agree on this. That first boss is killer. There doesn't even seem to be any kind of pattern. You just sort of have to hope that you're not unlucky enough to be standing somewhere that you'll be able to dodge properly. Even then, I wouldn't mind so much trying to deal with a hard boss, except that the majority of my time in this game now has been not even that boss fight, but in repeating the two screens and waiting for the text between respawning and getting the boss fight.
Oh, I beat it eventually, and the game was good. But my point still stands that if you die repeatedly the time spent in redoing it and waiting for the text and to be reminded how the skill that you just picked up for the nth time works is perhaps more frustrating than the repeating dying.
Possibly the only thing more annoying that the dying and the text is some stuck up dipstick troll of a commenter trying to invalidate other people's comments and opinions with a dismissive "you guys suck" comment.
I agree with you for both points :)
The first is why most metroidvanias place boss in between checkpoint and powerup. If player is defeated by the boss, they don't need to repeat any text/dialogue popped up when taking the powerup, they simply have to retry the bossfight.
Fixed some issues with the first boss.
Thanks. Just gave it a try. Having beaten it already, it's hard for me to provide a "fresh" perspective, but I'd say it's an improvement. I still die a fair bit on the first boss, but it definitely is faster not having to go through the weapon hint text. The attack spread on the boss feels a bit more consistent now so it's easier to find a hole (although definitely not always easy to do so, which is fine). I'm not sure if the exclamation marks are doing much. If they're supposed to indicate danger spots so you can avoid them, if feels like they're a bit off target, since I tried a few times and got hit standing right between two. But with the better attack spread, the hints might not be needed.
Alright, thanks for your insight! :)
I will try to improve some things in the future if I have time
Thanks for the feedback
I really wish the phoenix had more HP so it's less scary to travel here and fight bosses.
However my biggest gripe is enemies. They are too hard and too accurate. The fallen dandelion should just die when it touches the ground instead of continue running and the tosser plants should be less accurate or less responsive in their targetting to allow player to trick them.
That being said, I completed the game and get All is Well message at the end.
It's nice metroidvania, and it could be better if difficulty is toned.
If I had no skill, I won't even complete the game...
Thanks for the feedback!
I will try to fix some issues.
Fixed some issues with the first boss.