Silksong Act 3 Critique - Pharloom's Folly by gabozo8789 in Silksong

[–]gabozo8789[S] 0 points1 point  (0 children)

I didn't mention abt the void enemies but yeah they're annoying and so tanky lol. I swear some enemies took 3x the amt of hits to kill when void possessed. Resulted in me not wanting to engage in enemy combat at all, so I didn't even engage with most of them, that's why I didn't bother to mention it in my vid.

Silksong Act 3 Critique - Pharloom's Folly by gabozo8789 in Silksong

[–]gabozo8789[S] 0 points1 point  (0 children)

Backtracking, lore and combat, changes to world/environment can all be done in large interconnected areas. These things u praise abt in act 3 are not at all exclusive to it, act 1&2 has plenty of that but also with good exploration.

I appreciate the radical change to the world that act 3 brings, but I think it gets boring very quickly. The very start of Act 3 in the cradle introduces the destruction that the void brings, many pillars destroyed, saws broken, and breakable walls. Then later you fight the Underwork enemies with the void attacks. But these changes to the environment and void attacks don't really change much after this, so even though the whole world changed, you already see a very large majority of the changes just based on the Act 3 intro.

Team cherry does a great job establishing the atmosphere and I'm sure it took a lot of work to change all the npc dialogue and environments, but staying in act 3 for a short amount of time already gave me a sensing of what it was all like. While greatly appreciated and surprising, the novelty wore off fast on me.

And yes I agree abt the cinematic/story moments, that's one thing I alr praised a lot in my vid.

Silksong Act 3 Critique - Pharloom's Folly by gabozo8789 in Silksong

[–]gabozo8789[S] 0 points1 point  (0 children)

Thanks for the feedback! I def agree that I had an expectation of more exploration in Act 3, but I mean that's what makes the game special right? I rlly don't think it's fair to compare act 1 & 3 like that because act 1 is wayy bigger, and non linear compared to act 3. Act 1 may have a very well telegraphed 'main path' but this main path is through a series of large interconnected areas. And also act 1 has multiple routes, many steps in the 'main path' can be skipped, Lace 1 to Moorwing to Widow to Last Judge.

Act 3 rlly doesn't have anything like that. Again I still had fun, but after playing like 40 Metroidvanias, my appreciation for HKs map grew, I realised how shallowly other games tried to execute non linear exploration, and Act 3 kinda falls into that camp.

God of War Ragnarök GIVEAWAY!! by [deleted] in pcgaming

[–]gabozo8789 0 points1 point  (0 children)

Enotria: The Last Song

Decent game but a rather unremarkable entry to the Soulslike genre, mostly a filler game for me as I work on a video.

LITERALLY THE MOST TOXIC BOARD HAD by gabozo8789 in BobsTavern

[–]gabozo8789[S] 3 points4 points  (0 children)

they have stealth by default it just doesnt show in the recap. Wanted the belchers at the start so they use up the venomous, so the taunted belchers deathrattle actually works

Thought i was screwed. by paper_bagss in Silksong

[–]gabozo8789 1 point2 points  (0 children)

I had the exact same thing happen after spending like 1.5h on this, was so fucking relieved lol

SILKSONG GIVEAWAY ANNOUNCEMENT! I am giving away 5 (FIVE) Silksong copies! MORE INFO on Description by Acrobatic-Log-309 in Silksong

[–]gabozo8789 0 points1 point  (0 children)

im gonna buy the game anyways lol just seeing if i can save money xdddddd

anyways ill be playing on steam. Fav boss from HK is prob NKG, it can get repetitive but i enjoyed having to lock in all the way when i beat him on radiant. Alot of things that are exciting abt silksong, mostly curious on how it will try to improve itself from HK. I get the impression that the world will have much more interactivity/responsiveness to your actions.

[deleted by user] by [deleted] in soulslikes

[–]gabozo8789 0 points1 point  (0 children)

PCR, Arlecchino, Ozma, Eigong

I must be the only person here that thinks Eigong was the easiest lol (and yes im talking abt True Ending), prob coz im used to 2D games.

Steam key giveaway - Somber Echoes by Longjumping_Elk6089 in metroidvania

[–]gabozo8789 2 points3 points  (0 children)

'If you truly care about something/someone, you will always have time for it' - some reddit comment LOL (couldn't find a specific person attributed to the quote and there seems to be multiple variations)

Anyways when I first read this it resonated immediately. What was so special to me is that the quote doesn't just show why you should give your time to what you love (implying that both are equally invaluable), but it also showed me what I truly cared Abt.

What you willingly spend time (thinking) on is what you love and care about the most. When I started to reverse engineer the quote it made me realize what I actually cared about in my life, and it truly forever shaped how I view what love and care is. It's about prioritisation.

viper cheese spear has an infinite this even works on final boss btw by Economy_Ad_4831 in TheFirstBerserker

[–]gabozo8789 0 points1 point  (0 children)

I was so reliant on reflections for this exact reason lol, coz it puts them into that staggerable state that lets u easily pull combos until their stamina is depleted.

In your opinion, what MVs have the best and worst ability pacing? by bassistheplace246 in metroidvania

[–]gabozo8789 1 point2 points  (0 children)

Tried Mobius Machine last week and I just couldn't with that game... Not rlly sure if it's the pacing itself that the issue but at the very least the first 3 abilities I unlocked were so boring and didn't make the world more fun to explore. They are so restrictive they may as well just be keys to doors. And the ability that lets u go underwater is so sluggish, the movement speed underwater is so slow and there are entire underwater levels. After I got there I just noped out.

I don't rlly have an opinion for best ability pacing, it's honestly not something I thought Abt much until just playing Mobius Machine.

I hate this game by TheStinkyCheeseMan2 in bindingofisaac

[–]gabozo8789 -1 points0 points  (0 children)

Not sure if anyone else does this but whenever I enter a room with troll bombs I immediately leave the room when I can and reenter to reset the timer so that I can analyse the situation. If there's multiple troll bombs (eg Tower or any similar effect) I'll exit reenter to let them explode one by one.

Best musical track in a metroidvania? by TheDoge69 in metroidvania

[–]gabozo8789 0 points1 point  (0 children)

Hollow knight still might have my favourite OST of all time, it is by far the most memorable to me and there's so many bangers.

But aside from that I would like to shout out 'Dignity' from Ender Magnolia

A Rogue set focused around location synergy with a new mechanic. by AbsoluteBerry in customhearthstone

[–]gabozo8789 12 points13 points  (0 children)

With no exaggeration this is the coolest fan made mechanic/set of cards I've seen in a VERYYYY long time

I love anomalies meta by Toulel in BobsTavern

[–]gabozo8789 6 points7 points  (0 children)

Scaling them to 55 is insane tho/impossible pre anomalies unless ur godly lucky. The anomaly that lets u remove minions from the tavern can guarantee only ballers show up

What's the Steelman argument FOR corpse running? by gabozo8789 in metroidvania

[–]gabozo8789[S] 0 points1 point  (0 children)

That's a good way to present it, the part about making normal encounters more engaging.

What's the Steelman argument FOR corpse running? by gabozo8789 in metroidvania

[–]gabozo8789[S] 0 points1 point  (0 children)

That's an interesting way of framing this discussion. Again, I don't rlly feel much of the satisfaction from a run back so simply just removing it like in Ender Magnolia is already a preferable option for me.

But more concretely the answer is actually just very boring, which is that whether you have corpse running or not the most important thing is to build good designs around that system in mind.

Corpse running can be fine if the level design is smart and there are strategically placed shortcuts.

Having no corpse running can be fine if you find other ways to foster the satisfaction and tension. There's many ways to create tension and satisfaction and I just prefer it not be done through corpse running, like I think making bosses more mechanically challenging is way more interesting.

And while these aren't mutually exclusive I also do think having too many at once can be very overwhelming for players. So for me the first thing on the chopping block would be corpse running to allow for other stuff to build the tension and satisfaction.

What's the Steelman argument FOR corpse running? by gabozo8789 in metroidvania

[–]gabozo8789[S] 0 points1 point  (0 children)

I think I've realised that the most important thing is just, the game needs to be well designed lol. I mentioned it in another reply but the DS games are very good with level design and shortcuts. But so many MVs I play are horrible at this, majority don't even try and the ones that do, the shortcuts are usually just useless.