Who thought it was a good idea to combine wind physics that increments the closer you get, with sine-wave patterned enemies and enemies that you have to jump blindly while standing right in front of the laser for 10 seconds to avoid having the laser respawn? And to do it multiple times right at the end of the fight with single mushrooms that move away from you?
I gave up that fight after like 40 whole minutes from start to finish, with multiple failed attempts right at the 3rd wind phrase. The only hope to save time is to use the Boss Checkpoint from the Assist mode, which is meant for additional aid for the players, instead of something present in every other Dark's level (Coyotime, Physics Patch, Another Powerup, Bouncypits, etc). Even with the boss checkpoint, I have to burn all my mushrooms to damage boost through that particular attack.
This is one of the reasons we’re changing the bat graphics, the fact that few players have tried spinjumping on them is a clear conveyance failure on our part. And the mushrooms’ movement is because of the modern reserve items library, but fair point, I’ll see about overriding their movement during the wind segments to make them easier to grab. I can see about making the laser a bit shorter too.
deice wrote:
Hey, there’s no need to get all gatekeepy. The final boss isn’t meant to “filter” players, it’s just a difficulty spike from some design and balancing issues that I wasn’t able to get player feedback on before the episode was released. As it is 1.2.0 will bring a lot of small changes to the fight that hopefully add up to making it feel a lot more fun and fair to the players having trouble with it.
As for Osoroshi’s name, we did consider changing it when we were reworking his character, but in the end it felt wrong to do so; despite his new backstory and how he’s built up in the first two cutscenes, he’s not meant to be 100% serious and I tried to lean into the campiness a bit with his animations and other details in the fight. He’s a mighty and dangerous djinn, but he’s also a huge overdramatic dork who gets increasingly visibly frustrated by having his all-powerful smokey butt handed to him by some plumber guy.
In my opinion, his name literally being the Japanese word for terrible/awful/vile/etc seems in line with that silliness, and aside from that… it’d be like renaming Foroze.
Hey, there’s no need to get all gatekeepy. The final boss isn’t meant to “filter” players, it’s just a difficulty spike from some design and balancing issues that I wasn’t able to get player feedback on before the episode was released. As it is 1.2.0 will bring a lot of small changes to the fight that hopefully add up to making it feel a lot more fun and fair to the players having trouble with it.
strictly speaking nobody actually got filtered as the assist mode is something that the game itself provides and is designed around the expectation of the player using it at any point. just a bit of video game schadenfreude on my part
In my opinion, his name literally being the Japanese word for terrible/awful/vile/etc seems in line with that silliness, and aside from that… it’d be like renaming Foroze.
oh yea i didn't mean "terrible" as in i'm upset that that's the name or heavily dislike it. it's more of the name being very goofy and embarrassing to say out loud (like saying that a pun is bad), which is something that creates a funny contrast with how the character can be presented otherwise. i do like a game that doesn't take itself seriously when it doesn't need to ^^ (though a complaint about his name could be that it's strange and unusual to use part of the adverb/conjunction form of the adjective instead of the stem form "osoroshii" but nobody actually cares)
I got bored and played this episode, and it was pretty good. Personally, I liked Dripping Drainways level very much. I hope you keep going on the work.
Back when I was 9 on the smbx forums, I loved this episode (especially since this is like the only Episode I could get without my mom blocking out every other file sharing site lol). And this enhanced version is so much better! I love how you don't have to be forced to use the improved physics and can use the original SMBX physics. I also love how customized this is like I could use the original SMBX physics while having to lives and having a star block timer. And thank god the stupid vine level isn't in this episode that was just straight up hell. The only nitpick I have is that I like the original Osoroshi music better but that's just a nitpick. This is a really good Episode and if anyone is new to this game, (somehow) this is the episode they should play.
small thing from the team; we left an achievement file in the previous patch. along with remedying that, we did some file clean up. thanks for the patience! there's not a version up tick since there wasn't anything else changed, but the download has been updated.
I remember playing the original episode back when it first came out and I saw it as a masterpiece. Replaying it is amazing! So far all the small things that were a problem in the original have been fixed and this enhancement has been a joy to play. Thank you so much for providing one of the most loved SMBX episodes