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This is a bit of a rant, so I marked the suggestion/idea paragraphs with a ==
I love the concept of The Devastated Tower! I just think this particular area needs some major tweaking. The quality is waaaay below everything else experienced in the game.

First off, the time-shift ability you get has no tutorialization. You get a message that you have a new ability, then are left to figure it out. That would be all well and good, except the tower expects some crazy puzzle solving to get through. Having to time-shift through a blind jump is crazy for the first time using it! The game at least needs to bring that idea to your attention in a more simple environment. The tower is an absolute mess of floating debris, and ledges to jump on. There is so much visual clutter that even if you did somehow figure out what you were supposed to do, good luck finding the exact spots to jump to. All that, while being attacked by Bowtorn, and the boss itself. Failure is extremely punishing, falling means reclimbing, or dying. And when you are 20-30k blocks away, that's fucking rough. (I actually ended up accidentally sequence breaking the tower in a few areas, as that was easier to work out than the intended use of the ability.)

== I HIGHLY suggest the devs make the bottom floors much less visually cluttered, and give a "tutorial" room that makes it really obvious that you need to time-shift mid jump to ascend, then slowly increase the difficulty as you ascend. I would also suggest making the path a bit more clear overall. Puzzles are fine, but you need to remember the player has timers. They may run low on food, or it may turn night, reducing visibility (this happened to me, and I couldn't see any of the platforms) These timers may make players feel stressed over their time spend there. The difficulty can be more from the platforming, and less about using the ability in advanced ways, that can come later!
I also suggest that when you first get the ability, it automatically shifts you to the past. That way you are put somewhere safe to read the message, and take the time to figure it out / get in the tower. Plus, it would be a real shock to players lol.

As for the boss itself. I'm sorry, but it was absolutely abhorrent to fight. If you get hit even once, you get knocked off the tower. Either dying from the fall, or having to spend time taking the elevator all the way back up. Just to have it happen again 20 more times. Furthermore, the divebomb attack is entirely broken. I could not, for the life of me, dodge it. In the 5/100 times I did manage to avoid the attack, the boss was invulnerable to any melee attacks, which should be the whole point of that attack.
I can't imagine playing this fight without cheating. The punishment for failure is MASSIVE. I ended up turning on keep inventory, and taking off my armor, so I would die to the attacks, and not by falling off. Then I would TP back to my death location to continue the fight. Even while trying to avoid the attack, I died probably 20-30 times. And I am no stranger to difficult games.
Lastly, if you don't have a bow, you simply just can't fight the boss at any reasonable rate. As someone who doesn't use a bow, I was woefully unprepared for that. Thankfully I had a bow back home to bring after dying a few times, but I had no arrows, and had to rely on the ones from the boss, which took forever. I think I fought him for like an hour!

== I suggest finding a way to reduce the chance of getting knocked off the tower, either by adding floating debris to block the player, or a lower ledge to catch players, so that they don't need to take the elevator all the time. That divebomb attack also needs to be tweaked asap! Along with reducing the hitbox size on the swoop attack. I got hit when I was nowhere near him quite a few times. The boss should also have more opportunities to land. Maybe perching on the ledge and doing close range attacks, so melee players can get some damage in.

TLDR:
Teach the player how to properly use the time-shift ability, so they know what they are looking for in the tower. (You can add difficult puzzles later, not right off the bat!)
Make the tower a bit less visually cluttered so the path is easier to see.
Give more melee attack opportunity for the boss. (Perhaps a higher chance if it hasn't taken enough range damage in a while?)
Fix the boss's buggy attacks, and make it less likely for him to knock players off the tower constantly.

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