Posted June 28, 2013
![mothwentbad](https://images.gog.com/f7f980c2c996ab9696575d3133902b90e68743bdfec2f8ae20f18c524d589238_forum_avatar.jpg)
mothwentbad
New User
Registered: Apr 2010
From United States
![nefariouscole](https://images.gog.com/85238c5442d71488fea1397151503e6ffda9cc4e82d7018bf558557f59628c80_forum_avatar.jpg)
nefariouscole
New User
Registered: Jul 2011
From United States
Posted June 28, 2013
![avatar](/upload/avatars/2010/12/d0ca8b8ade41575b276c349950ef8a62c7c02a09_t.jpg)
"Because F*** you, that's why!" - Nice comparison with other games' cruel difficulties, and gaming comedy.
Post edited June 28, 2013 by nefariouscole
![mothwentbad](https://images.gog.com/f7f980c2c996ab9696575d3133902b90e68743bdfec2f8ae20f18c524d589238_forum_avatar.jpg)
mothwentbad
New User
Registered: Apr 2010
From United States
Posted June 29, 2013
![avatar](/upload/avatars/2010/12/d0ca8b8ade41575b276c349950ef8a62c7c02a09_t.jpg)
![avatar](/www/default/-img/newuser_big.png)
"Because F*** you, that's why!" - Nice comparison with other games' cruel difficulties, and gaming comedy.
![RedneckSith](https://images.gog.com/2e0e128c63a7b312765551ac4014e715107d17d744dfc4ecdeb6228863ab7509_forum_avatar.jpg)
RedneckSith
New User
Registered: Jul 2009
From United States
Posted July 08, 2013
I agree that the game is fun, but I definitely disagree with you about the difficulty being fair. It's not. I've died about 30 times already, about half of which are due to game mechanics.
For example, the attack animation has a near full second delay after the button is pressed before it activates, which has killed me many, many times. On the ground it can be dealt with, but while jumping there's almost nothing you can do about it. It makes the difficulty feel incredibly cheap, and serves only to frustrate. It reminds me of the original Castlevania, which also had a really long delay.
Also, I've died 4-5 times because I'm immediately swarmed with monsters and / or projectiles the second the room loads, giving me zero time to react. Full HP to dead in maybe two seconds. Again, makes the difficulty feel cheap.
Oh, and the downward stab's timing has to be nearly perfect, as anything else will result in taking damage. If I were 16 again I could probably manage, but the old reflexes aren't what they used to be. The same applies to some of the rooms, there are plenty which nobody but the most avid gamer with near perfect reflexes could get through unscathed.
Hit detection for sword attacks is also off. It's definitely not horrible, but it needs some work. There's nothing more frustrating than compensating correctly for the delay, then having your sword pass right through the enemy without leaving so much as a scratch.
So yeah. Fun game, worth buying, but prepare to be frustrated. Hopefully Cellar Door will read these forums and take some steps to polish up the game a bit. Heck, I'd be happy if they added a fairly early upgrade path to increase attack / animation speed.
For example, the attack animation has a near full second delay after the button is pressed before it activates, which has killed me many, many times. On the ground it can be dealt with, but while jumping there's almost nothing you can do about it. It makes the difficulty feel incredibly cheap, and serves only to frustrate. It reminds me of the original Castlevania, which also had a really long delay.
Also, I've died 4-5 times because I'm immediately swarmed with monsters and / or projectiles the second the room loads, giving me zero time to react. Full HP to dead in maybe two seconds. Again, makes the difficulty feel cheap.
Oh, and the downward stab's timing has to be nearly perfect, as anything else will result in taking damage. If I were 16 again I could probably manage, but the old reflexes aren't what they used to be. The same applies to some of the rooms, there are plenty which nobody but the most avid gamer with near perfect reflexes could get through unscathed.
Hit detection for sword attacks is also off. It's definitely not horrible, but it needs some work. There's nothing more frustrating than compensating correctly for the delay, then having your sword pass right through the enemy without leaving so much as a scratch.
So yeah. Fun game, worth buying, but prepare to be frustrated. Hopefully Cellar Door will read these forums and take some steps to polish up the game a bit. Heck, I'd be happy if they added a fairly early upgrade path to increase attack / animation speed.
![mothwentbad](https://images.gog.com/f7f980c2c996ab9696575d3133902b90e68743bdfec2f8ae20f18c524d589238_forum_avatar.jpg)
mothwentbad
New User
Registered: Apr 2010
From United States
Posted July 08, 2013
![avatar](/upload/avatars/2012/04/29391f7e8cd47b0f46a5e9335b1b1d7fd380ecd1_t.jpg)
For example, the attack animation has a near full second delay after the button is pressed before it activates, which has killed me many, many times. On the ground it can be dealt with, but while jumping there's almost nothing you can do about it. It makes the difficulty feel incredibly cheap, and serves only to frustrate. It reminds me of the original Castlevania, which also had a really long delay.
Also, I've died 4-5 times because I'm immediately swarmed with monsters and / or projectiles the second the room loads, giving me zero time to react. Full HP to dead in maybe two seconds. Again, makes the difficulty feel cheap.
Oh, and the downward stab's timing has to be nearly perfect, as anything else will result in taking damage. If I were 16 again I could probably manage, but the old reflexes aren't what they used to be. The same applies to some of the rooms, there are plenty which nobody but the most avid gamer with near perfect reflexes could get through unscathed.
Hit detection for sword attacks is also off. It's definitely not horrible, but it needs some work. There's nothing more frustrating than compensating correctly for the delay, then having your sword pass right through the enemy without leaving so much as a scratch.
So yeah. Fun game, worth buying, but prepare to be frustrated. Hopefully Cellar Door will read these forums and take some steps to polish up the game a bit. Heck, I'd be happy if they added a fairly early upgrade path to increase attack / animation speed.
Hmmm, I also find the down-sword kind of tricky. That's one of the few things I might be more generous about if I were them.
About the attack delay, I think it's still fair because you have more than enough time to anticipate, given the extent to which enemies broadcast their moves. I don't know exactly what the hit detection issue you're having is, but I've generally always hit just slightly more than the swing passes through.
Just about everything can be dealt with by reacting quicker or improving your timing. I probably gave too much credit, but overall I still feel like it's generally fair.