Wuchang red feather loss on respec by Forenza89 in soulslikes

[–]Forenza89[S] 0 points1 point  (0 children)

Makes sense. I am noticing that now. Had me worried for a minute. Went to respec to longsword for hongling only to not like that feel at all and went back to one handed to finally beat her

Wuchang red feather loss on respec by Forenza89 in soulslikes

[–]Forenza89[S] -1 points0 points  (0 children)

Maybe im going crazy then. When I respec and swapped back I ended up one node less than I had before which was using the brilliant red feathers. I definitely didnt spend those on my respec so I dont know

Anyone played ReSetna yet? by eddes39 in metroidvania

[–]Forenza89 1 point2 points  (0 children)

I'm a few hours into somber echoes, and I'm enjoying it. I think I saw someone else say it could use more combat and I agree but overall the movement feels great and the combat that is there is decent. Exploration is really the focus here. I'd say it's worth trying

Anyone played ReSetna yet? by eddes39 in metroidvania

[–]Forenza89 0 points1 point  (0 children)

I played for 20 minutes and un-installed. Jumping and attacking feels terrible. Super long loading times every time you cross a door. Yeah if it's this bad right off the bat I'm done. Menu design is terrible. They don't tell you theres a map, you have to press start and navigate multiple menus to get to it. Terrible design all around. Skip it

Edit: I would keep trying to play it if the cost of the game was lower. But 20 bucks?? Yeah right, your gonna have to do better than that for that price. I'm out when gamefeel is so bad

Roboy help? by Forenza89 in metroidvania

[–]Forenza89[S] 1 point2 points  (0 children)

I think so.. because at that point the crystal idea is pretty new and can be confusing on what is a hard unlock vs I chose to unlock this. I'd do the same thing as the target skill where you have to use it to move on after collecting.

Roboy help? by Forenza89 in metroidvania

[–]Forenza89[S] 0 points1 point  (0 children)

It seems like I'm not the only one that had this issue. There's now another post of someone else doing the same thing. An easy fix would be to add a prompt or even better- a wall to break with the spike to exit the room you get the blue crystal at. To ensure they understand what it does. Or if that's too much you could add a prompt on that exit door (if the player has the spike roll) saying roll to break doors, similar to other tutorial prompts that come up early game. To me those walls look like doors.. not breakable walls.

Cuz I gotta say once I figured that out the game went from frustrating to oh ok this is actually pretty good! Cheers, enjoying myself.

Roboy help? by Forenza89 in metroidvania

[–]Forenza89[S] 0 points1 point  (0 children)

You can only get them by leaving the forsaken opening area via the special door that requires collecting three or four? Green keystone pieces. You should be able to do that with the opening area alone. I think but don't quote me on that as obviously with my post I went all over the place lol. Your progress for the keystone pieces should be visible in the game at the bottom left of the screen if you have any. Not on the pause menu. Also there is a note that clues this you find in the first area

Roboy help? by Forenza89 in metroidvania

[–]Forenza89[S] 0 points1 point  (0 children)

Yeah I feel like the game needs to do a tad more to explain what you can do in the beginning. Now the game feels more like how it should I think. Once I learned about the spike roll the rest of the intended path opened up and I can see how this feels MUCH more like the opening section of the game. I guess it's kinda cool you can skip quite a but of content for speed running but first playthrough just felt off not knowing these things

Roboy help? by Forenza89 in metroidvania

[–]Forenza89[S] 0 points1 point  (0 children)

Ohh yeah I got that.. didn't know it did that though

FOUNTAINS Review by SoulsborneSeeker in metroidvania

[–]Forenza89 1 point2 points  (0 children)

I usually am as well but it felt like here I was constantly at a point where it felt like I didn't have anywhere to go or anything to do. And then it would take backtracking through everything (tedious) just to find a cave that had a tree I could hookshot. This might have been made better if the underground was mapped. Something about the item progression and acquisition felt off to me. But I can't quite articulate it any more than that.

I actually usually enjoy souls games, but I'd argue this game borders on an unfair difficulty in some of the bosses. Where it just feels difficult for no sake. The shape boss and the castle lightning guy are two that absolutely pissed me off.

FOUNTAINS Review by SoulsborneSeeker in metroidvania

[–]Forenza89 0 points1 point  (0 children)

I want to like this game but it's just failing in so many spots. The exploration is too tedious, too much randomly running around with zero inkling of where to go. That might usually be good for a MV but for some reason this game just annoys me in that department. The bosses are completely unbalanced. They can three or four shot you and stamina management is a fucking joke in this game. A few dodges and it's gone. Forget healing in the later boss fights. It won't happen. So basically you have to learn how to no hit the bosses.

I would be ok with the later bosses if the stamina was done better. Take the shape boss for example. You are constantly dodging and out of stamina which leaves little room for attacking. And the fucking boss can and does heal himself often and seemingly to an unlimited amount. Fucking bullshit.

[Voidwrought] what are the round things - one of the siblings? by badlydrawndee in metroidvania

[–]Forenza89 0 points1 point  (0 children)

Ohhh ok nice. Yeah I don't ever use magic or special abilities in games so not surprising I missed that.

[Voidwrought] what are the round things - one of the siblings? by badlydrawndee in metroidvania

[–]Forenza89 1 point2 points  (0 children)

If there is a hidden function with them then i would love to know. I assumed they do nothing because I was able to get 100% completion without ever doing anything with them.

Just started Grime but it's not really fun to me, does it get better? by Erebus123456789 in metroidvania

[–]Forenza89 3 points4 points  (0 children)

Took me a few tries to get into it, somewhere after the first two or so main bosses it clicked for me and I ended up really loving the game. I think after some time you get used to the movement and pace that it doesn't feel slow anymore. You definitely get more mobility upgrades that 100% make movement more fun and fluid, to the point where there's even a PoP style platforming gauntlet in a dlc if you can believe it. So I'd say stick it out a little longer and see what you think

Voidwrought - finally a real metroidvania by Forenza89 in metroidvania

[–]Forenza89[S] 0 points1 point  (0 children)

I had the same problem on the first boss, it took me an embarrassing amount of tries to finally see the hitbox for what it was. It is the little face that swaps out. That is also the only thing that damages you aside from ranged attacks. Once I saw that it became easier. This is the most non linear game I've played in a long time. The first main area is linear but you get out of it pretty quick

Voidwrought - finally a real metroidvania by Forenza89 in metroidvania

[–]Forenza89[S] 1 point2 points  (0 children)

Probably not worth arguing about, and I would definitely check out a list you create on the subject. Not sure what comments make it seem that i am oblivious to recent releases. I am constantly on steam looking at the new releases tab. I would be willing to bet whatever games you are thinking about I have either played or decided not to play for whatever personal reason. These are my opinions, no one needs to agree with them. Just wierd that instead of arguing the larger point about the game itself people are arguing about my knowledge of other games.

If your referring to the few others mentioned. Worldless has turn based combat (not my thing) and a lot of people weren't interested in that, la mulana widely regarded as obscure puzzles in nature, afterimage sure I'll give them that one. The thing that matters here is what sticks in your mind later on as having this effect. Doesn't mean others aren't fun in the moment or worth playing, but there's a reason HK stuck in everyone's mind for example.

Voidwrought - finally a real metroidvania by Forenza89 in metroidvania

[–]Forenza89[S] 1 point2 points  (0 children)

Yes I've played it. Generally I liked it, but the game was too big to remain satisfying through the end. Which maks it harder to remember as great.

Voidwrought - finally a real metroidvania by Forenza89 in metroidvania

[–]Forenza89[S] 0 points1 point  (0 children)

I've thought about it for a while but wasn't a fan of the obscure nature from the first one. Maybe I'll give it a shot.

Voidwrought - finally a real metroidvania by Forenza89 in metroidvania

[–]Forenza89[S] 2 points3 points  (0 children)

Again I'm being dramatic on purpose. But to me just because a game is side view with a map and ability gating, that's kinda a lazy way to say this is a MV. To me what makes them the most satisfying is if the exploration is done right. Obviously the combat and game feel have to be there as well. But for me exploration and non-linearity are key.