![]() Otherwise, when picked up by random chance, the only choice is to not play at all. Putting the worst omens here (especially on Revives) makes the player actually choose whether they want to take the hit or not. In particular, I think the Altar is currently pretty OP as it can give you a ton of souls and revives for extremely gentle/non-offensive Omens. If I had one wish for this game, it would be that the most punishing omens can only be obtained by two means: (1) The "Altar" ("Acknowledge the evil within your heart") special stage, or (2) The omen that gives you "Omens Everywhere". That and a few other omens are just insanely, disgustingly punishing to pick up through RNG (which shouldn't punish you in the first place). Having beat both Hard and Beyond difficulty and played over 41 hours so far, the only thing that really resonates with me about this post is Straight Jacket. I'm just speaking from a sort of early game perspective. I obviously have no idea how hard the game scales (am only on quest 4), but have seen some insane scaling pics of endless mode runs with stages with what looks like every mod at the same time. I guess there's a difference between earning your victory and brute forcing it, but at that point of replaying that quest for the 50th time, I feel like I earned that 20 defense run. Like braindead easy clears to where I couldn't possibly mess up. Most of my Quest clears have been "Guess who got 20 defense and 17 bones in their inventory just in case". Most of my Favorites are Slingshot, Torch, and Friendly Fire just for the sake of revealing tiles, which is sort of the most broken mechanic the game has to offer: the game solving itself.Ī lot of my enjoyment of the game has come from speeding through the first couple of levels and making one little misstep in a later level and telling myself "Hah guess I should have payed more attention there! I'll be careful this time" Except it's usually instant death the second time it happens. It's one thing to actually get a Torch item (Reveal one space), but it's another to pray another one shows up. There just aren't enough "target reveal" items that solve them at the rate they appear. (Unless it is "challenge mode specific" obviously).Īll-in-all, the only thing holding me back is the pure lethality of 50/50's. My hope is that it doesn't negate achievements, or that achievements dont require "Normal" mode or "Non-Casual options enabled" or something like that. I'm still playing, but this game is turned rather hard when you are so dependant on pure blind chance. This game is fantastic, Maybe I just suck, I've made it to level 47 and cleared one, single, quest. If you are lucky enough to have it show up late then maybe, JUST maybe a player will have collected some items to help them make it through the game. In what world was this a good idea? Where is the counterplay to this? It utterly neuters you. So it is easy to go into a map and simply not be able to get through the stage without picking up 10+ instances of poison that WILL kill before the stage can possibly be finished. There is no counterplay, you are just saddled with multiple endless dots. The poison squares are unavoidable as they do not reveal themselves until you click on them. Poison stage mod, Unless I have a stranger or a shop that will let me sell things on the spot, Poison mod is unavoidable death. Knowing this, and knowing that it is extremely easy to be unable to take more than a single hit on a stage, any stage I see that seals inventory is a likely abort. ![]() I have quite the run on the spot multiple times. If I get a stage key that lets me unlock whatever I want, I will often unlock the final stage just to see what it has for mods. Not all of these items are helpful, however, and certain aspects make everything so much worse. ![]() Well, blind picks are a thing, so items are absolutely required to pull the player through in these situations. So in a perfect world, the layout of the map would let you intelligently work your way through the board without the possibility for mistakes if you just had the ability to read the patterns and the map could generate without blind picks. I'm playing on the mobile version, but my impression is that the steam and mobile versions may not be equivalent in terms of control when it comes to game mechanics, they are the same.
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