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(+1)

Reading on some people's posts, I see there's a good notion of difficulty in the game currently. I like how the game's been delightfully challenging to me, I like the fact that whislt It is RNG based, you have a lot of chance of min-maxing your odds(besides losing in a porn game is a good thing lol, so the fact it sometimes happens is good)

I'm just uncomfortable having to save scum, and even cheat in items to do the Hyena fight at the desert, and now contemplating doing so for the final encounters with the many hyenas before the boss-fight.

Now I'm kind of stuck between writing a review on it, or just repeating "Skill Issue" to myself everytime I wimp about it.

I actually tried a item-less fight everyone run on CS:1, and it went well up to clearing the bar fight and fighting the red boars. The game had basic rules, but you could min max a lot(having one enemy alive allows you to spam Focus, a double hit by twirling oak should be followed by an attack to guarantee defeating the enemy, etc...) and those where hella fun.

Now with stamina regen after fight, it feels less exploitable but also like a timed battle, since Lust works differently now(cool concept btw!)

So this isn't any particular suggestion, just me saying I'm having a skill issue, and that if anyone else is having an item drought, maybe you could consider adding chests before hard encounters. I play the game fighting ALL enemies, so take that into consideration(Probably not what you're balancing around)

I just like the combat an unhealthy lot lol

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It's definitely and deliberately structured differently. The hyenas are weaker than the boars, but also lighter on their feet. As a consequence, the battles, and the hypno, are designed to hit weaker, but also much faster. Fights in CS1 were this long, dragged out thing. Whereas in GT, they go by pretty fast, and the hypno, while a little longer in some ways, is designed to really only happen once per battle, if it happens at all. Even the attack animations are edited to come in faster. 

The consequence of all of this is that it's a little more light and airy: you can go from group to group, sometimes three at a time if you're feeling risky, without recharging in the early game. But because it moves so fast, you also REALLY have to know what you're doing with items and health management, because there isn't as much margin for error. It'd still call it far from punishing (I'm assuming you know about the heal ability outside of battle), and not so much save scumming most of the time as just proper resource management. Once you get the one-two-three punch of Hard Knocks, recharge and basic attack honed a lot of it is actually pretty easy. But again, fast means that everything tends to be resolved quickly, whether in your favor, or not.

I should also clarify that using items in battle is in no way "cheating," the system is very much built with the assumption that you'll be using full heals to buy yourself time in certain situations. Is winning possible without doing so? Sure, but that WILL take a lot of save scumming, as the balance wasn't designed with that in mind.

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I imagine, with me desiring to play the game the way I want, I have to git gud

Thanks for being so mindful and writing replies! I'll be sure to comment if I get anything objective and constructive to add on it, I'm not playing Gutter Trash only once!

And to also clarify, the "itemless" comment was a challenge I did in CS:1, so not anything I'm arguing about, but yes, the game was not at all balanced around it - It was fun thought.