![]() Preventing this from happening is the key to keeping fights manageable, because an easy boss pattern can turn into a nightmare if the stuff the previous pattern spawned is still there shooting at you. I wouldn't actually consider any of the boss patterns hard to deal with, but the game is set up in a way where you can get overwhelmed very quickly if you don't deal with killable threats and allow them to stack up. ![]() There's effectively no randomness that can screw you over save from a single attack from a very specific boss (keywords: tophat, skulls, downwards diagonals), and if you die it's definitely your fault, which is a thing that makes me very happy because it means you can tell when you've gotten good at a boss. If you're used to 2D platformers it's hard but in an incredibly fair way similar to Super Meat Boy.
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