Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Way too hard

A topic by Branananan created Aug 17, 2024 Views: 2,226 Replies: 13
Viewing posts 1 to 13
(+3)

I was really excited for this new demo, but I need to be honest, I think the game is unbalanced now. I don't know if its supposed to be this difficult for the fact that you can take on these challenges with your friends in multiplayer, but on single player, the whole game is way too hard. The new boss and the Toxin enemies are just ridiculous.  Leveling is way slow now and I can't find a good weapon on any class to save my life. What happened to the bell? That weapon was great!

Don't get me wrong, I still love this game and I want to see it go the distance, but this new demo is leaving a bad taste in my mouth. I'm wondering if anyone else feels the same way or if I'm just being hypercritical. 

(+4)(-1)

The game does feel harder, however, I don't mind that, since the game felt pretty easy beforehand. 

(1 edit) (+5)

The new enemies are harder in that they hit more often, do more damage and are good at keeping up with you running around the environment. I died many, many times to the new boss but was able to kill it a few times (once with no health ups) so it’s at least possible.

I actually like the challenge that the newer enemies bring, and I appreciate that the penalty for death is small; You can pick up on the series of fights were you left off instead of having to do the whole thing over again. You’ll have to redo boss fights each time you die though. Anyway, since the game is still labeled alpha I don’t really have high expectations for balanced difficulty just yet.

I can’t find a good weapon on any class to save my life.

I was focusing on using bows in the beginning (thanks to whoever removed ammo btw), but was stuck with the wooden bow until I reset my stats to better use the iron katars I found.. And then I found a bow from boars, and a better one in the dungeon :P For that reason, it would be nice if the shop lady updated her weapons selection with better options as the game progresses.

Boss tip: during the phase when it summons minions, if you use an go invisible they’ll disappear immediately, and you’ll have a short window of time to land a few extra hits before the boss summons new ones.

(+4)

The DoTs some enemies apply also feel ridiculously strong on top of their already high damage, too. I keep dying really quickly to the Siphoning Leech DoT.
The dungeon overhaul IS really cool, though. Love the new enemies but I do wish some things were toned down a bit.

(+3)

It's kind of ridiculous that Toxins randomly have 20 defensee and also hit the hardest  while an enemy 1 level lower then them, the geists have like 12

(+3)(-3)

i like the new boss but i hate the spam of ranged spells and that  my spells cant reach but his can and when i get close  i die and i hate that it  spawns more enemies and i'll be honest i rage quit after about 10 to 20 tries.

(+2)

Played the game a little more and got significantly better at it, I think the game's balance is fine for the most part but it's just a few enemies that are a bit over-tuned and deal way too much damage, mainly the "Miasma" enemy.

(+3)(-2)

....too hard.

heh.

(+1)(-1)

AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

"....too hard."

You are hilarious, Radahn's Lioness!

(1 edit) (+1)

I no longer feel this opinion. After taking a break and playing through the game again with a different idea in mind, I quiet enjoy the difficulty now. 

(+1)(-2)

skill issue

(+1)

So right now Kiseff made an more balanced version of the demo he put out a week ago, I am still playing the harder version. You just have to grind some dungeons and repeatable quests and it'll feel much easier.

(+2)

I've liked the difficult so far (only having played a small amount of 3.3.0a, which is also why I'm posting here), but one thing I did notice, is that it is very difficult to pick out enemy attacks. Due to a combination of enemies being much larger than you, and you usually getting swarmed by several at any given point, even if they do have a visual windup animation for their attack, it is difficult to see it through the multiple other enemies.

If the dev is explicitly wanting to go for parry-heavy gameplay, where you are specifically intended to always know when you are about to get hit, I would suggest adding a sound cue of some sort to enemy windups. Otherwise, I will state I am unsure what would actually be beneficial.

(1 edit) (+1)

I feel like the difficulty in this game is highly inconsistent and erratically shifts all over the place.

For the most part its way too easy, but the LV 18 Crypt is brutal and the boss is a nightmare.

I think the LV 12 Crypt hit the sweet spot in terms of difficulty, especially the boss and the golem fortress was a bit too easy but very close to the sweet spot.

I actually like the slower leveling because it gives you more time to grind for equipmenzt and learn to fight the enemies before you overlevel.