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/vr/ - Retro Games

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>> No.8216448 [View]
File: 1.17 MB, 2438x3480, __carrie_fernandez_castlevania_and_1_more_drawn_by_daburoku__400b03a2ca892548d04e4a09500c7b23.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Harmony's bosses being as easy and borderline non-interactive as they are is really unforgivable.

Iga by admission always makes his games relatively easy, but HoD's bosses were shocking even by those standards. At least in the other games he made, bosses at least FIGHT BACK. I remember one review back in the day described HoD's bosses as "big pretty punching bags" and that's 100% accurate. Save for one or two it feels like they barely even attack you at all, just sitting there and doing barely anything while you mash on them.

The game does have some things I like, admittedly. I always liked Juste's spells: a lot of them have a real sense of visceral impact to them and it's a fun toybox to play around with. The visuals in general are also decently moody. But otherwise it's a pretty boring game thanks to the total lack of difficulty and that the map design is a little more slanted towards meandering and backtracking.

>>8215625
HoD almost feels smooth like the rest of the SOTN influenced games but it gets a few crucial things WRONG

The biggest is that you fucking lose total control over jump height and direction the moment you swing your whip mid-air. It feels totally random and counter-intuitive given the way the rest of the movement works, and is the sole reason you'll get hit at all when fighting aerial enemies.

Not getting any momentum on you jump when you dash (Mega Man X style) is a bit weird too though I can see why that's not a thing.

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