- Nov 3, 2019
- 137
- 299
As far as I know, the ghosts in stage 4 alone have attracted a lot of complaintsEnemies
Like aforementioned I think the game is already a bit to easy or rather becomes easier as you progress. The problem is that its easy to abuse jumping attacks and stunlocking enemies that rarely can do more than just straight up walk to you. Also escaping becomes too easy with some getting used to. Also walking into enemies vertically is super awkward.
Some positive counterexamples are the teleporting ghost girls or the second stage underwater boss (pink goo girl) who immediately grabs you and is also super fast.
Stun resistance: Instead of (just) having enemies with more health give them stun resistance (honestly might not work so well by how grabbing works)
Enemy variations (colored): give them bonus stats other than just more health e.g. faster, more dmg, harder to escape
Grabs: Reworking the system might be a good idea and there are many options to do this, but for now some less intrusive changes.
A resistance attribute, might work well with the upgrade system. Eg. starting out with 3, the 3rd grab will always be unescapable. A horse could deduct 2 points from resisting. Some other things could affect it too, like (new) enemy attacks or pressing special to late means you both get lewded and loose a resistance point. In theory the energy bar should already do it but you rarely run out of energy.
Give some enemies the ability to bypass the escape counter event (like the pink girl boss) and immediately do the lewds, possibly drain health and different escape condition.
Negative Traits for some specific attacks, player getting temporarily slower, lock jumping, lock special attack, lock normal attack, make next grab irresistible. Those could vanish automatically after some time or maybe another grab cures it, so a player who can't attack walks willingly into an enemy to get rid of it faster.
For possible new enemies: Maybe have them punish you for passing them sideways or jumping over them. Or give them range/charge attacks/grabs where the player is supposed to flank into them. Trick the player into using escape counter against one kind of enemy which has the opposite effect or punish him if he presses too late.
I don't think challenging is something that the players of this game care about
Of course, if RedEye wants to do it, there is no reason to stop him
But it should be optional, not mandatory for everyone to take on a more difficult challenge