Sukhāvatī
a.k.a. Mañjuśṛī
On sale.
Yes, it's been ages since I 100% a game, but I did for Haak. Actually, the previous 100% might have been Aeterna Noctis.Haak is great. Definitely the best Metroidvania I played in 2022.
Bro, why are you doing that to yourself. The harder difficulty is for elite pro gamers. Just change the settings and enjoy the game. I won't tell anybody.Playing Aeterna Noctis on the harder difficulty, have gotten to the 7th door in the temple of kings/the mothership and considering it calling it quits. Game was good up until the teleport arrows, like a more choppily animated hollow knight with slightly upped difficulty. Now it just feels like a chore what with how clunky their controls are and how every platforming segment has to be designed around them. Spikes everywhere works in games like IWBTG and SMB because they have simple, precise and responsive control schemes whereas Aeterna just.. doesn't.
Also why the fuck isn't standing still whilst aiming the default in a game where just about every shot is spike-adjacent in freefall. It can be changed in the settings by double-binding the dedicated button but sheesh.
Also, complaining about something that can be changed in the settings while acknowledging that it can be changed in the settings...
As someone who has beaten both modes back to back (harder was the second run), there's.... quite a noticeable difference in difficulty in the temple of kings' doors, especially in the latter ones. The easier mode is definitely the one that should be tackled first.Bro, why are you doing that to yourself. The harder difficulty is for elite pro gamers. Just change the settings and enjoy the game. I won't tell anybody.Playing Aeterna Noctis on the harder difficulty, have gotten to the 7th door in the temple of kings/the mothership and considering it calling it quits. Game was good up until the teleport arrows, like a more choppily animated hollow knight with slightly upped difficulty. Now it just feels like a chore what with how clunky their controls are and how every platforming segment has to be designed around them. Spikes everywhere works in games like IWBTG and SMB because they have simple, precise and responsive control schemes whereas Aeterna just.. doesn't.
Also why the fuck isn't standing still whilst aiming the default in a game where just about every shot is spike-adjacent in freefall. It can be changed in the settings by double-binding the dedicated button but sheesh.
Also, complaining about something that can be changed in the settings while acknowledging that it can be changed in the settings...
Like you have someone who'd listen. Anyhow, why are you even bringing up the difficulty? I certainly didn't. Pointing out that the control scheme and overall platforming design is funky doesn't detract from the good bits (and they're in there). The developer seem to have this From Software thing going where most everything is well designed and interesting, and then there's just some inexplicable jank from the left field like the aforementioned drifting-whilst-aiming or not being able to double-jump whilst pressing down or whatever that should have been fixed day one of playtesting.Bro, why are you doing that to yourself. The harder difficulty is for elite pro gamers. Just change the settings and enjoy the game. I won't tell anybody.
Also, complaining about something that can be changed in the settings while acknowledging that it can be changed in the settings...
If you're in it for the boss battles, Rabi Ribi is the GOAT.Spoonfeed me a good metroidvania. Ty
I'll take a look. ThanksIf you're in it for the boss battles, Rabi Ribi is the GOAT.Spoonfeed me a good metroidvania. Ty
I had the same reaction, honestlyI gave HAAK a shot and played it for one hour. Maybe I played too many MVs latey, but I find it exceptionally boring. What's supposed to be so great about it?
Guacamelee 1+2.Spoonfeed me a good metroidvania. Ty
Anybody giving Elderand a try?
Bloodstained is a friggin masterpiece. Go kick rocks ya bum.