Definitely reminding me of the Metroid 1 mother brain fight with a bunch of goofy shit flying around you, making it more frustrating than fun. 🤷‍♀️
I do feel like it's a creative boss fight, but too busy.
How I would fix it:
-Only black launchers, bottom ones shoot bullet William, top ones shoot green Mechakoopas.
-Green Clown Car.
Not much but would allow for an easier time.
Sometimes it's fine to have a hard boss fight, like I think a player like Thabeast721 would handle this very well and enjoy it. But he's a pro... Depends what you expect your audience will be. Do you want to make levels that only the best players will enjoy? Or do you want to make levels that a broader audience can enjoy? And there you have it.
Great aesthetics though :)
That's fine for me, but it's definitely a super expert difficulty fight.
Here's why:
1) There are a lot of projectiles and a lot of movement, but very little of it is patterned. The missiles are seeking, which means you're incentivized to kill them, but that then changes the launch timing. The mechakoopa timing is also entirely dependent on the last time one was destroyed. The clown car shots are not at a standard height or direction. Only the podoboos on the track are predictable.
If you made the fight harder, but more predictable, people wouldn't notice as much.
2) The clown car shots have poor visibility with the semi-solids used as a background. The super busy fight in general conceals them even more. Getting hit by something you didn't quite see is super frustrating.
3) The space is very cramped. This dramatically increases the difficulty of reacting in time various threats. That's essentially why you take damage the one time you did. This makes people feel like the fight is even less predictable because they can't react in time. It feels unfair.
4) The clown car shunts you. In a tight space. With hazards everywhere. Directly above the one "safe" place to stand. *I* hate this and I'm not even playing. If I was in this fight, and I got shunted into a fireball by that clown car, I'd be pretty pissed. That's not fun at all.
What you've done here is created a fight that feels unpredictable, unfair, and added a mechanic that makes you lose control of your character. People are going to hate this.
If you want people to enjoy a boss fight, make it predictable, fair, and don't disrupt their inputs to a large degree.
Edit: And just to be clear, I think you've done something pretty good here overall, but I totally get why people don't like it. It's a very challenging fight, but with a CP and a power up right outside the door, I would probably like the level.
> 2) The clown car shots have poor visibility with the semi-solids used as a background. The super busy fight in general conceals them even more. Getting hit by something you didn't quite see is super frustrating.
This is the big one I noticed. Just making that a regular clown car should help a bit.
Not sure the discount roto discs are very necessary. The theme of missile bills and Blasta missiles seems like enough to deal with. As other commenters have mentioned, the fire clown car may also be unnecessary for an extra projectile unfairly occupying the arena.
Looks fun overall, but there is a just a touch too many attack vectors for my taste. Might not be as bad if it didn't look so cluttered, I think the lava balls on the track are probably the part that pushes it over the edge
Maybe if you swapped the shoot mechs for regular ones, or kept them but got rid of the homing bills it would feel better but there is a LOT going on, sometimes it's good to have some variety but this feels excessive
Idk man, it looks like just a lot of enemy spam which can raise difficulty, but some see it as cheap. So if you do lessen the onslaught it really comes down to you deciding what to keep or not.
It's not that its difficult in of itself, but it's a bit spammy and the effects can be annoying. I can see people trying it once or twice and then just giving up.
Change the fire clown car to a normal clown car and get rid of all the sound effects and I think more people will like it.
Honestly doesn’t look too bad. I’ve seen and played way worse bullet hell levels and bosses, this looks pretty chill tbh. If there’s a CP right before this room I think it’s fine as is. Maybe change the semi solids though, the colors kinda make it harder to see what’s happening.
I think the problem is the color scheme makes it all too crowded, red on orange does not offer a lot of contrast. I've read the other comments and kind of agree that there are too many proyectiles, but if you change the background you can probably get away with many obstacles.
Hope this helps.
My recommendation is that when typing sentences, don't capitalize the first letter of each word
Definitely reminding me of the Metroid 1 mother brain fight with a bunch of goofy shit flying around you, making it more frustrating than fun. 🤷‍♀️
this guy has never played cuphead
Looks kind of crowded
I do feel like it's a creative boss fight, but too busy. How I would fix it: -Only black launchers, bottom ones shoot bullet William, top ones shoot green Mechakoopas. -Green Clown Car. Not much but would allow for an easier time. Sometimes it's fine to have a hard boss fight, like I think a player like Thabeast721 would handle this very well and enjoy it. But he's a pro... Depends what you expect your audience will be. Do you want to make levels that only the best players will enjoy? Or do you want to make levels that a broader audience can enjoy? And there you have it. Great aesthetics though :)
Depends, how close is the checkpoint?
Right next to the boss fight door. Also a powerup in the corner.
That's fine for me, but it's definitely a super expert difficulty fight. Here's why: 1) There are a lot of projectiles and a lot of movement, but very little of it is patterned. The missiles are seeking, which means you're incentivized to kill them, but that then changes the launch timing. The mechakoopa timing is also entirely dependent on the last time one was destroyed. The clown car shots are not at a standard height or direction. Only the podoboos on the track are predictable. If you made the fight harder, but more predictable, people wouldn't notice as much. 2) The clown car shots have poor visibility with the semi-solids used as a background. The super busy fight in general conceals them even more. Getting hit by something you didn't quite see is super frustrating. 3) The space is very cramped. This dramatically increases the difficulty of reacting in time various threats. That's essentially why you take damage the one time you did. This makes people feel like the fight is even less predictable because they can't react in time. It feels unfair. 4) The clown car shunts you. In a tight space. With hazards everywhere. Directly above the one "safe" place to stand. *I* hate this and I'm not even playing. If I was in this fight, and I got shunted into a fireball by that clown car, I'd be pretty pissed. That's not fun at all. What you've done here is created a fight that feels unpredictable, unfair, and added a mechanic that makes you lose control of your character. People are going to hate this. If you want people to enjoy a boss fight, make it predictable, fair, and don't disrupt their inputs to a large degree. Edit: And just to be clear, I think you've done something pretty good here overall, but I totally get why people don't like it. It's a very challenging fight, but with a CP and a power up right outside the door, I would probably like the level.
> 2) The clown car shots have poor visibility with the semi-solids used as a background. The super busy fight in general conceals them even more. Getting hit by something you didn't quite see is super frustrating. This is the big one I noticed. Just making that a regular clown car should help a bit.
^^^^^^^^^^
Then it's a skill issue for them P.S. This is a creative fight
This is the mariomaker version of those ads that say: only 5% of the players can beat this level.
So are you trying to say it's easy or...?
I tried to say that your post looks like those ads of movile game in social media, that's all, haven't you seen them?
Not sure the discount roto discs are very necessary. The theme of missile bills and Blasta missiles seems like enough to deal with. As other commenters have mentioned, the fire clown car may also be unnecessary for an extra projectile unfairly occupying the arena.
Looks fun overall, but there is a just a touch too many attack vectors for my taste. Might not be as bad if it didn't look so cluttered, I think the lava balls on the track are probably the part that pushes it over the edge
My opinion: git gud
nah this is fine as it is, nintendo fans just hate slightly difficult games and wont ever try to put some time into a challenge
Ever heard of the term "Nintendo hard"
Maybe if you swapped the shoot mechs for regular ones, or kept them but got rid of the homing bills it would feel better but there is a LOT going on, sometimes it's good to have some variety but this feels excessive
Changing the mechakoopas to normal ones makes it baby easy, and that's not what I'm trying to go for.
Even with everything else?
Yup. I even tried changing specifically those things, and it felt too easy.
Idk man, it looks like just a lot of enemy spam which can raise difficulty, but some see it as cheap. So if you do lessen the onslaught it really comes down to you deciding what to keep or not.
Also the fire car seems a bit much as well. They may be best to change to normal
It's not that its difficult in of itself, but it's a bit spammy and the effects can be annoying. I can see people trying it once or twice and then just giving up. Change the fire clown car to a normal clown car and get rid of all the sound effects and I think more people will like it.
Honestly doesn’t look too bad. I’ve seen and played way worse bullet hell levels and bosses, this looks pretty chill tbh. If there’s a CP right before this room I think it’s fine as is. Maybe change the semi solids though, the colors kinda make it harder to see what’s happening.
I think the problem is the color scheme makes it all too crowded, red on orange does not offer a lot of contrast. I've read the other comments and kind of agree that there are too many proyectiles, but if you change the background you can probably get away with many obstacles. Hope this helps.
Too much spam