So what's up with the floating wizard dude who randomly appears and changes the mood of the game drastically?
They've been mentioning that you can change button inputs in the config, but I don't know if this would work for analogue to dpad.Movement being restricted to the analog stick is going to take some getting used to...
Beat the game too.. how do you unlock Pincoya?I threw like a million coins in the fountain.
So what's up with the floating wizard dude who randomly appears and changes the mood of the game drastically?
Aaaaaand done. Took 3 attempts and in the end was practically cheesing itI think with a better understanding how the mechanics work as well as how the progression and checkpoints work now next playthrough should be a lot less stressful.the fucking fish attack is a right bastard!
I take it once you end the dream it refreshes. I've played 5 hours, finished it, now I might try other characters. I did not know how to transform into other creatures until the 2nd black and white phase. Which was annoying, I knew I was missing some major mechanic. Overall I haven't gotten pass level 20, still at 16 at the moment. Does the difficulty spike (feels like there aren't really differences in the given difficulty type that's shown) or do they have randomly generated dungeons? Are there multiple bosses that exist outside the main route? Is there a way to change characters besides that one specific room? I was going to play as the monk, but I went back before I left to go into town again.
Major spoiler (just saying):Do you have to make the mana capture technique your final blow in order to capture the enemies? I wanted to capture the Warlock, but I hit him with it late and it went away. Then the thing just cuts to the Castlevania style ending
Overall I think it was well worth the sale price, which was $9.99. I would of liked to see this as a full priced title though. There's a lot of potential.
The subbosses, if any, didn't feel like a challenge.
I'd say a solid 7 out of 10, if not a 7.5
Friendly-Fire feels like too much of an additional penalty to add to a game where enemy spawns are increased and thusly your mana gain is fractioned since it's only generated from damage you deal specifically. Shame they're so dead-set on keeping it in. Maybe somebody can figure out a way to mod it out down the line.
The game is significantly easier solo since you dont have to worry about mana management/friendly fire/stronger enemies/etc.
I am this close to dropping the game because of this.
It is impossible to just go in at full potential and fight enemies when you're constantly dodging friendly fire. You're better off just not playing co op.
It would be ok if enemies suffered the same penalty, but then again.. they would know exactly how not to hit each other as well.
Here's hoping some lovely modder can fix this.
Most of my runs I still get killed halfway in, sometimes even after 3-4 areas, and that's after roughly 4 hours playtime. Around Level 12 but don't feel like it is getting any easier or that my skills are improving. Still feel that the only useful special attack is Katrien's spinning move.
Like, here's the Ghost Monk move that basically makes him lunge into the air and he stays there for a good 1.5 seconds or so without any attack, but vulnerable to enemy attacks and you can't cancel it either. Just...WTF? There is something about the combat system that feels inherently wrong to me.
I think one of the biggest flaws is the way the game throws 3-4 enemies at once at you sometimes. You end up getting juggled around with no way out and can't single out enemies because there simply isn't enough space. Worst is when you end up in a really tight area and the game gives you 2 of the giant roosters at once with their huge range. That's basically an instant game over to me, or at least guaranteed switch to soldier. I feel the game should have either weakened individual enemies or fully focused on 1-on-1 duels.
I really want to love this game, the art and music and presentation is stunning but these design decisions annoy me to no end.
It takes skill to deal with the group which makes it more memorable. The final boss IMO could be more aggressive but that seems to be left for the community to make it harder by beating him. The team addressing issues based on feedback already is nice. Hope they dont dumb it down.I'd actually say the game excels when you're dealing with 3 or so enemies rather than solo. Requires you to use most of your bag of tricks and there's a reason most moves knock back or knock down enemies. So darting in and out, getting those precise strikes, and moving on to juggle the next enemy feels fantastic to me. One on ones feel a bit bare at times.
Really digging the game and got use to the movement ASAP. Dash cancels attacks is key. Dash attacks is also great to get a full knockdowns on a mob. Just going through solo and about to do some co-op. Hows the online folks? Playing on Steam BTW.
A bit messy but make sure to keep distance from your friend as it has Friend Fire (10% Damage)
Thanks for the tip. It seems charm is a great tool as well.
I like Charm and Fire weapons. I seem to get their effect to work faster than poison and ice and in the end I really don't care much for the poison weapons considering how weak they are atm.
Pretty enjoyable little title so far. I half-wish it weren't randomly generated levels but just a tightly designed, challenging, 1-2 hour game with high scores. I don't care for Smash, but the combat system is a lot of fun in a single player game.
They really should just let you "start" with level 3 special cancel because it's so integral that there's no reason not to dump your first few points into that immediately. When something is that useful, it should just be completely unlocked from the start.
I just realised that completing a run doesn't mean you beat the game. They didn't even roll the credits!
I noticed there's a floating devil icon on my map now. I wonder what that means.
New bosses or enemies I think. But that shows up after a completed run.
The devil icon isOdin. He's basically the other "real" boss. I'd say he's actually harder than the Warlock personally.
With Katrien cheese the spinning move special.
With Pincoya up or down regular attack.
Ghost Monk gotta try to see the easy cheese move.
Special move locations I know of:
1. After first death, in limbo area.
2. First miniboss kill
3. Jump across the pit in the second base area
4. In the upper areas of the third base area.
5. From Pagnini 1st encounter
I know the first 4 of those are for at least GM and Kat. Not sure about 5, still haven't unlocked Pincoya so not sure if she shares in the spoils.
you can dodge left and right without blocking with rb/r1 and lb/l1 if that's what you're saying