Not a lot of those in a 5 screen run back, I just need one more try to kill that boss anyway, I swear. Oh shit, it has another move shit he’s juggling 3 HP off me at once aaaand I’m dead again.
And that’s not counting the unexpected “oops you’re locked now, fight these 5 waves of enemies, also your coccoon is locked in that room too, good luck getting your shit back” on your way to anywhere. If that’s your first time playing the game, it takes a bit to pick up on how cruel the game is and to start thinking about how to handle that. I’m not talking about people who already know the game here. That’s not on me, no.
You should encounter an ambush or boss fight within the first hour of gameplay, which is within Steam’s refund window. If you don’t learn from it, well, sucks to suck. The tools are all there. If you’re slow at progressing because the game is too difficult, that’s a different complaint, which is valid as there should be difficulty settings.
Dying is part of the game. dying multiple times to a boss to learn their moveset is the intended gameplay loop. Having unexpected ambushes caught everyone by surprise the first time they went through it. Yet, once you do, it is up to you to learn that you can’t get your stuff back easily so you should be banking your beads and that 20 bead cost isn’t actually that bad as you probably first thought compared to losing everything.
Like, for this specific complaint, that’s entirely on you to figure out and adapt to the intended gameplay loop. How long that takes to figure out is up to your ability to learn and adapt.
Git gud or leave but no complaining allowed okay bud. No, the difficulty being too high is not a different complaint, it’s exactly what we’re talking about. The AI, the room setups and somehow every bug being placed exactly where you’re jumping, the runbacks, getting killed in 3 hits half of the time even though you have 5 HP, getting juggled to death into a spike trap or lava as soon as the first hit despite requiring 3 hits to die despite having 5 HP, getting hit when you’re healing and losing all of it, every single stupidest bug requiring at least 2 or 3 hits to kill and somehow up to 6 or 8 for the bigger ones when they all dodge everything and you have garbage range, anything that flies especially, constant pixel perfect coordination in your jumps, the need to be alert 100% of the time between environment traps and enemies and always have the perfect speedrun strat, on top of the resource management, this is all one complaint. It’s artificially way too hard and there is zero learning curve and no way to tune it down, and it would be less of a problem if you didn’t lose all the resources you were collecting for an hour of doing that loop. Take off some of those or loosen some positioning and it’s already much less stressful - literally any one mod is a big help already (no 2HP damage, respawn near your coccoon…) It’s ruthless, it allows zero second of paying a little less attention, it’s on purpose, and it is not the player’s fault for not running back to a string station that is not marked anywhere. This is not a healthy game to play, and it shouldn’t be justified by saying it’s for players who want to get very good at every single screen of it and no one else.
You want to buy Shakra’s map? Too bad, that room is empty now for some reason, and you have no idea where to find the map now, you don’t know Shakra comes back to the shop area and can be called with that ring, and since you HAVE NO MAP you don’t even know where to go at all anyway. Benches and bellways, same, you CAN’T GO BACK or safely rest and create a checkpoint until you have the funds to even unlock them, at which point getting your beads stringed becomes useless because you just spent them. See that mask shard and/or the simple key and you think it’d be nice to buy in your first couple hours? Your fault for not wanting to keep going back and forth between the docks and the shop to make a string, on top of going back and forth to the farming room for an hour at 5 to 15 beads per run in lava for the Deep Docks, so that’s 500 rosaries gone the second time in a row some stupid bug won’t get out of the way but also reads your every input to dodge every single time you even look at them. And even the first time you die, if you had no bench close by and no map, good luck even getting your coccoon back. What I’ve learned is to completely ignore those big stashes and strings of free rosaries because it’s all bait that you’ll lose in a minute and then permanently the next minute (that Greymoor bird house trap and Moorwing are NOT in the refund window). And learning that didn’t make the experience any better. That’s the difficulty problem we’re talking about, these are not two separate things, it’s literally the whole game. On its own, dying repeatedly is not such a big deal if all you have to do is redo that one jump or even that one series of 15 perfect jumps (fucking Karnak), other Metroidvanias do that too and they’re not awful. It’s everything around it and the permanent pressure.
This game’s trap is that people who played the newer Metroid or Prince of Persia think dying repeatedly in a lengthy, very hard bounce-and-dash maze is not a huge deal breaker even if this one ramps it up to “every screen is a constant challenge”, but they don’t know they should also have played Dark Souls and some other roguelikes first.
Not a lot of those in a 5 screen run back, I just need one more try to kill that boss anyway, I swear. Oh shit, it has another move shit he’s juggling 3 HP off me at once aaaand I’m dead again.
And that’s not counting the unexpected “oops you’re locked now, fight these 5 waves of enemies, also your coccoon is locked in that room too, good luck getting your shit back” on your way to anywhere. If that’s your first time playing the game, it takes a bit to pick up on how cruel the game is and to start thinking about how to handle that. I’m not talking about people who already know the game here. That’s not on me, no.
You should encounter an ambush or boss fight within the first hour of gameplay, which is within Steam’s refund window. If you don’t learn from it, well, sucks to suck. The tools are all there. If you’re slow at progressing because the game is too difficult, that’s a different complaint, which is valid as there should be difficulty settings.
Dying is part of the game. dying multiple times to a boss to learn their moveset is the intended gameplay loop. Having unexpected ambushes caught everyone by surprise the first time they went through it. Yet, once you do, it is up to you to learn that you can’t get your stuff back easily so you should be banking your beads and that 20 bead cost isn’t actually that bad as you probably first thought compared to losing everything.
Like, for this specific complaint, that’s entirely on you to figure out and adapt to the intended gameplay loop. How long that takes to figure out is up to your ability to learn and adapt.
Git gud or leave but no complaining allowed okay bud. No, the difficulty being too high is not a different complaint, it’s exactly what we’re talking about. The AI, the room setups and somehow every bug being placed exactly where you’re jumping, the runbacks, getting killed in 3 hits half of the time even though you have 5 HP, getting juggled to death into a spike trap or lava as soon as the first hit despite requiring 3 hits to die despite having 5 HP, getting hit when you’re healing and losing all of it, every single stupidest bug requiring at least 2 or 3 hits to kill and somehow up to 6 or 8 for the bigger ones when they all dodge everything and you have garbage range, anything that flies especially, constant pixel perfect coordination in your jumps, the need to be alert 100% of the time between environment traps and enemies and always have the perfect speedrun strat, on top of the resource management, this is all one complaint. It’s artificially way too hard and there is zero learning curve and no way to tune it down, and it would be less of a problem if you didn’t lose all the resources you were collecting for an hour of doing that loop. Take off some of those or loosen some positioning and it’s already much less stressful - literally any one mod is a big help already (no 2HP damage, respawn near your coccoon…) It’s ruthless, it allows zero second of paying a little less attention, it’s on purpose, and it is not the player’s fault for not running back to a string station that is not marked anywhere. This is not a healthy game to play, and it shouldn’t be justified by saying it’s for players who want to get very good at every single screen of it and no one else.
You want to buy Shakra’s map? Too bad, that room is empty now for some reason, and you have no idea where to find the map now, you don’t know Shakra comes back to the shop area and can be called with that ring, and since you HAVE NO MAP you don’t even know where to go at all anyway. Benches and bellways, same, you CAN’T GO BACK or safely rest and create a checkpoint until you have the funds to even unlock them, at which point getting your beads stringed becomes useless because you just spent them. See that mask shard and/or the simple key and you think it’d be nice to buy in your first couple hours? Your fault for not wanting to keep going back and forth between the docks and the shop to make a string, on top of going back and forth to the farming room for an hour at 5 to 15 beads per run in lava for the Deep Docks, so that’s 500 rosaries gone the second time in a row some stupid bug won’t get out of the way but also reads your every input to dodge every single time you even look at them. And even the first time you die, if you had no bench close by and no map, good luck even getting your coccoon back. What I’ve learned is to completely ignore those big stashes and strings of free rosaries because it’s all bait that you’ll lose in a minute and then permanently the next minute (that Greymoor bird house trap and Moorwing are NOT in the refund window). And learning that didn’t make the experience any better. That’s the difficulty problem we’re talking about, these are not two separate things, it’s literally the whole game. On its own, dying repeatedly is not such a big deal if all you have to do is redo that one jump or even that one series of 15 perfect jumps (fucking Karnak), other Metroidvanias do that too and they’re not awful. It’s everything around it and the permanent pressure.
This game’s trap is that people who played the newer Metroid or Prince of Persia think dying repeatedly in a lengthy, very hard bounce-and-dash maze is not a huge deal breaker even if this one ramps it up to “every screen is a constant challenge”, but they don’t know they should also have played Dark Souls and some other roguelikes first.