Wait, so you can only summon one succubus per playthrough? Oof. I'd like to see all of them but the potion-mixing and sigil-drawing were rough. I don't know if these were already nerfed, but it would be nice if they were easier. Otherwise, I wouldn't mind seeing more.
Teapot_Nuisance
Recent community posts
Man, I remember playing this game years ago. Great to see it making a small comeback. I love how all of the pokemon have distinct personalities during "playtime" - it really brings the game to a whole new level. The guides are appreciated, so now I know how to give each of them exactly what they want. Thanks!
For anyone with trouble on the boss, this was my strategy. Basically, she has four attacks with pretty short cooldowns, so you won't have much time to hit her between attacks. You should aim to only get in one or two hits at a time.
1. When she jumps in the air, roll under her. It is unlikely you will be able to land a hit on her before she starts her next attack.
2. When she does her charging attack, jump over her and use an air attack to hit her when she passes under you.
3. When she does an overhead attack, you can safely dodge to her back and hit her there. Keep in mind that if you roll through her slightly early, she will be able to turn around and hit you, which is rather annoying.
4. When she throws a potion, get relatively close to her so that the potion goes over your head. You may be able to get a hit in if you're fast.
Don't forget you will get two health potions, one when she is at around 60% health and another when she is around 40%. Be patient and don't waste your dodges.
Wow, I gotta say this game surprised me. Pretty solid gameplay and animations all around. Just a few tweaks and I think this could be pretty great overall.
1. I wish there was a faster cooldown on the roll. Maybe I'm spoiled from having played Katana Zero, but a reliable roll would allow for faster and more aggressive gameplay.
2. There were a few times where I would get hurt by an enemy because the second attack's animation pushed me forward into their hitbox, causing me to get hurt from the contact damage. Maybe give enemies a short period where they cannot inflict contact damage when they are in their hitstun animation?
3. Some elements of the map could be better designed, especially some situations where a ranged enemy was positioned on just the other side of a gap, causing you to get knocked down from their projectile when you tried to jump across (especially annoying once you start platforming around the top of the trees).
Ultimately, this game has tons of potential. Hope to see more of it.