don't be a troll please. ..or at least first change your name to troll001 if you're going to do it so obviously
I am of the opinion that this is one of the highest quality pieces of work out there, but I have to agree with the frustrations regarding boss design:
- having to spend 15 minutes running through the same boring level over and over again and every time needing to take the detour to collect the Silver Crystal Shard and the skill sword, only to get another chance at learning/defeating the boss. Comes across as outdated game design that does not respect the player's time. I think I've memorized the entire layout and enemy locations for the caverns by now. Not to mention Chapter 18, that has earned my award for most cancerous level design - run through two areas, pitfall tentacle chase with annoying vertical movement enemies and then when you think it's finally over, surprise boss fight.
- bosses are extremely damage spongy (which makes players grow impatient and open up for mistakes, then get killed and have to start over, wasting even more time) and seem to have no internal cooldowns on their abilities: succubus boss does 3 lunge grapples in a row, spin to win corner juggle that can one-shot the player from full Health without any chance for counterplay, etc
- also your fairy friend has that "burst" or whatever it's called ability where she freezes the opponent for a moment, a lot of times players will let their guard down thinking the boss got interrupted and they will move in for a combo, only for the boss to then resume whatever attack they were in the middle of performing. I don't know, but there were times when I preferred if fairy didn't interfere in the fight at all because of that effect.
While I do agree there are "unfair" elements to bosses that make it look like the game lacks polish, it's important to acknowledge that there are also bullshit-level cheesing/exploits that the player can perform:
- Backstep + Attack gives you almost permanent iframes. I have so far successfully mindlessly spammed it to cheese the skeletons on boat fight, Poseidon, pre-Archlich Wyvern Boss, get 188-hit combo on the Archlich (89 backstep attacks in a row) but then my finger gave in and I fcked up before the 200 combo achievement. Also works amazing against the lich guys that throw meteors at you.
- The Heavenly Odachi (Katana) has some potential to cheese the succubus fight. I haven't experimented much with it, but you can keep doing Light Attack Combo - into Down+Attack combo ender (from skill tree) to perma-stun her in the corner, I've been able to maintain the combo until boss gets to around 30% HP on hard difficulty. I'm not sure if she gains armor at that point or I just became tired and failed to keep the pace.
Useful to skip the boss's first phase/rush her into late phase, but absolutely useless vs her aerial attack, the katana's ground Up+Attack is incapable of knocking her down while she's airborne, you need to jump and do Forward+Attack or Down+Attack while in the air. I ended up switching to Scythe to defeat her in my playthrough, but the reason I beat her was that I started using Life Crystals and Armor repair kits, not the choice of weapon.
- there are probably more out there, but I can't think of any right now