Deicide by Tifu 2014-12-10T04:54:00
Finally finished the game. That was hard indeed. Overall, good game. The bosses were all different enough that it was fun to defeat them all, and most of them had that learning curve thing where at first they seem impossible yet if you play enough you'll learn to defeat them without taking any damage. Precisely as boss fights should be. The fact that they appear in random order makes gives good variety and makes retrying more fun. The game was good enough that it kept me playing until I finished it.
However, I did feel the game had many flaws:
- The game gives insufficient feedback to the player. It's not always clear when you're hit, and more importantly, when you're NOT hit; the effect when you're hit is so subtle (and hidden by objects being in front of the player), you don't notice when things like colliding with a boss does NOT hurt you (which can be vital, like in the battle with Whatshername, the one spamming beams on two platforms at a time). Additional feedback would be very useful for this, be it effect particles, your sprite flickering, knockback, etc.
-- Also lacking is feedback of when you've successfully hit an enemy. You'd expect the enemy to flash or something when you perform an attack that deals damage; that would make bosses with more tricky vulnerable spots (like Red Eyes Pink Dragon and Narcisia Bele) far more intuitive.
-- Likewise, you want some kind of feedback for when an attack is NOT successful, such as attacking Narcisia Bele's visible form, so players figure out it's useless and stop trying it.
- Related to this, AUDIO is sorely missing. Even if it's really shitty audio, having some simple sounds does wonders for player feedback. Beyond the absolute necessity of feedback sounds, I feel having music would really enhance the mood of the boss battles.
- The controls aren't as tight as you'd expect for a game of this kind, and some expected control features are missing. The character's movement is kind of slippery, making you fall into a hole when you expected to be able to just land and jump again. It also takes time to move between platforms due to movement starting slow; you really want to be able to do this kind of stuff IMMEDIATELY.
-- As for the missing features, your jump height is always the exact same regardless of how long you press the button. This causes you to jump onto platforms when you just want to dodge a projectile or shoot a bit higher. The other big missing feature is the ability to drop through platforms, which is especially unfortunate when combined with the fixed jump height. As it stands, several attacks are very hard to dodge when on a platform because your only options are jumping and moving towards the center.
-- Then there's the dash. Yeah, I'm not sure how to say this in a friendly matter, but why is it even here? It's hard to predict (likely due to the lack of animation; made worse by the presence of bottomless pits), short, and worst of all, unusable when you're in a pinch due to the stamina requirement. Furthermore, it's completely unnecessary; though I've tried it in some of my other runs, I didn't use it once in my winning run and never felt like there was a situation where it would be useful.
- Finally, some boss-specific feedback:
-- GOD OF THE BATTLE CRY: No issues with this one, actually. It's a really good boss, and fun to fight.
-- Hand Maiden: In general a good boss, but it can be a bit tedious waiting for the eye hand to appear on your side; moments where it repeatedly appears on the other side are frustrating. Also, due to lack of feedback, it is initially unclear whether you need to hit the eye itself or if any part of the hand will do. This boss is made more difficult by the lack of short hop and platform fall.
-- Narcisia Bele: It was really unclear at first what to do against this boss or how she worked. This is partially due to lack of feedback, but even with feedback I'm sure I'd be confused. It might be a good idea to have the invisible form visible as a shadow or something until she gets hit for the first time, then make it fade away, hinting the player at the way to damage her. I understand the intro animation is supposed to hint at this, but it doesn't succeed at it, likely because it's not visible when you're wondering how to hit her.
-- Pink Eyes Red Dragon: This boss is a tad boring; it poses little threat, but you have to wait for it to land and charge its laser to damage it. This makes the battle tedious on repeat attempts.
-- Runner Up: This boss is a lot of fun to fight, but a bit too easy.
-- Sorrow Phantom: This battle is made FAR more difficult by the lack of platform fall. It's quite manageable if you stay around the center, though, but it involves a lot of movement and highlights the slipperiness of the controls.
-- Unspeakable Starfish: This one is extremely difficult the first couple times you fight it. The lack of platform drop means you're entirely screwed if it charges at you from the center while you're on the platform; you'll take damage and there's no escape. Once you get more used to the Starfish and stop getting on platforms, the 'spreading out' attack still seems impossible to dodge. Either I'm missing something here, or this is a source of guaranteed damage in a game where all damage is persistent (aka 'wtf bullshit').
-- Whatshername: Speaking of bullshit, that's precisely what it feels like when you first die to her. It's not obvious that you can just stand where she is without taking damage (see: lack of feedback, sprite being hidden. In addition to this, with her being a big scary boss it does not feel intuitive that you can just collide with her without consequences). Once you understand that you can, however, this becomes underwhelmingly easy, even easier than Runner Up.
-- God of Nightmare: I'm conflicted on this one. On the one hand, he's underwhelming for a final boss. On the other hand, I don't want to be cheesed to death after 8 battles by a boss I can't practice against without surviving 8 straight battles.
Despite the wall of text above with what I perceive to be flaws, I enjoyed the game enough to keep trying and retrying until I beat it. It says a lot when a game is enjoyable even if it has many flaws.