• Poopfeast420@lemmy.zip
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    2 days ago

    Finished my Hollow Knight: Silksong 100% playthrough. Great game with some weird, frustrating and outright bad segments, that make you question what the devs were smoking.

    Then I also beat Castlevania: Harmony of Dissonance. I was pretty close to the end two weeks ago, before I took a break because of Silksong. Only one small boss and the final boss was left, but hunting for the rest of the secrets still took a while. It’s definitely better than Circle of the Moon, which I played before this, just because it doesn’t play like absolute cheeks. Graphics and Music are a major downgrade though.

    Next up is the final Castlevania GBA game, Aria of Sorrow. I’ve played the sequel, Dawn of Sorrow on the NDS years ago, and I remember it being great, so I have high hopes for this one.

    Then I started Megabonk. It’s Risk of Rain 2, but as an ASS game (Auto-Shooter Survivor game, like Vampire Survivors). Each run is 1-3 loops of a single map, and there are only two different maps in total. Characters, weapons and leveling are like VS, so your choice is for a starting weapon and each characters innate passive. Then you also earn money during a run to open chests for different items, like in RoR. While I think the game is solid, you have to like the gameplay enough to be fine with just not much variety in the visuals.

      • Poopfeast420@lemmy.zip
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        24 hours ago

        Played it for a bit last year, shortly after the 1.0 release.

        It’s probably a better game than Megabonk, but I think the Auto-Shooting part doesn’t really work in first-person, if you have to do all the aiming yourself anyway.

        Still fun for a while.

      • Poopfeast420@lemmy.zip
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        1 day ago

        I think flying enemies are absolutely terrible to fight, especially early game.

        Runbacks are the things everyone has already been talking about. There were two in the whole game that I thought were terrible, so it could have been worse.

        However, for boss runbacks especially, because your corpse is in their room, it discourages leaving and coming back later. This can of course lead to just bashing your head against a difficult section and getting frustrated even more. In Hollow Knight your ghost at least spawned in front of the room so you didn’t have to commit to fighting the boss, even if you had to make it back there again.

        I guess because of how much of the game is optional and non-linear, the devs couldn’t often really plan on when players will have which ability or upgrade, so some stuff felt kinda underutilized, for long stretches of the game.

        Why are so many shard drops above places, where 75% of them will fall into unrecoverable spots? For rosaries, you at least get the magnet, just add the shards to that or something.

        • Chloyster [she/her]@beehaw.orgOPM
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          19 hours ago

          While definitely more clunky than the original games system, I don’t recall any boss fight where you couldn’t at least die at the edge of the boss area you enter on and grab your stuff without actually fighting the boss. Ive done this pretty frequently

          • Poopfeast420@lemmy.zip
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            2 days ago

            I just used the Wanderers Crest the whole game, mainly for the normal downward pogo.

            For some reason the game forces you into a specific crest a few times throughout, which I just find weird and unnecessary.