

Bosses have the same problem a lot of indie bosses have: they're dodge DDR bosses. I mean by the time the player drinks a potion I might as well have read a shakespeare play. I can't you can only do 1 action at a time and it takes blooody years. I want to heal while shooting while healing while mending I want to do everything at the same time. Enemies and bosses are wayyyy to fast compared to player. Reward fast fingers not exploitable tricks.


Reward skilled risk play rather than safer play. Tip to indie action developers: reward better but less dodges. Since fighting the bosses only accounts for a small portion of the game, it's still a strong 9/10 from me. All of the non-boss stuff I throughly enjoyed, but I just didn't enjoy going up against any of the bosses. Again, it's not about decreasing the difficulty of the bosses, I just found the type of difficulty irritating (I didn't have that "Yes!" feeling when beating them, just a "Urgh, finally" feeling. Yes, that'd make it easier to beat bosses, but the developers could balance that by making the bosses stronger and/or their weapons and tactics better.

But, I think for bosses it should act differently, perhaps temporarily taking away one medkit from your arsenal and expanding it to 10 bars. I think that the 5-bar health system is perfect for regular gameplay, because it lends to tactics of using medkits wisely as you navigate through the terrain and dungeons. Because of the 5-bar health system, which can't be increased throughout the game, you have to constantly nanny the health bar going down and time using a medkit *just right*, so you: 1) Don't do it prematurely and use one up unnecessarily 2) Don't wait too late and die 3) Pick a moment in the fight, taking into account points 1 & 2, to allow for the 2-second heal animation to finish (which can and does get interrupted by the boss, resulting in either dying if the boss gets you before it completes, or getting damaged if it's just after) I've found that beating a boss is more about monitoring the health bar about learning how and when to use it, which just isn't a satisfying way of beating a boss. I don't simply mean difficult, it's more the manner in which they're difficult. I only have one main criticism, which takes away from it being a perfect game, which is that the bosses are ridiculously irritating to beat. Loved the pixel graphics, and I personally thought that the "hands-off" approach in terms of storytelling and guidance was really refreshing (so many times a game overloads you with endless fluffed-up story, and holds your hand too much in guiding you along, taking away all the wonder and mystery). I think that the level of exploration and combat is perfect, both in terms of the amount and the difficulty. I love top-down 2D action RPGs, but the genre is a dying breed, so it's incredibly refreshing when a game developer makes one but also makes one so well. I love top-down 2D action RPGs, but the genre is a dying breed, so it's incredibly refreshing when a game developer Absolutely fantastic game.
