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FutureFragments
FutureFragments

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Boss Fight Tips

We altered the intro king's tutorial text to display what is probably the most prominent tip, but we also have a lot of these tips in the Injured Grunt cutscene that'll be in the full demo as well.

I figured having some of them might make the boss fight a lot easier for most of you, so let me know if they helped; I'm hoping that combined with the edits we've made to the boss fight's RNG, it'll result in a fairer experience for you, etc.


- Talia can use her charge shot the second she blinks blue for the first time; it doesn't require a full 1 or 2 second charge to use.


- The boss gets pushed back mildly from regular shots, and a good bit from charge shots. That said, he constantly accelerates as time goes on, so don't try to constantly push him back.


- The boss's blobs also die from a single charge shot.


These three tips might make things easier on you all; let me know if any of you have more success in beating the boss level if you didn't before, with these. :)


Additionally, the boss fight IS beatable with only regular shots, with only charge shots, and with a hybrid as well; it's also beatable even if you get hit twice by the blobs. The RNG is definitely there though, and we are working on it to fix it and make stuff fairer for you all while still keeping it challenging. :)


As far as to why the fire level demo isn't out, Cheshire is still working on the last cutscene, and without getting too much into it, he had to take a day or two off due to private family matters, it was some pretty serious shit, but he's in the home stretch now.


Next up after that is the Ice Level demo a week later, and then Cheshire will begin switching the game over into C++, while Triangulate and I continue to design maps and enemies for the Ice Level; with any hope, next month's Ice Level demo will be in C++, meaning those of you with slowdown on your game should have MUCH better results playing the game once it's been converted.

Comments

The reason the normal shots work is to be able to kill the walls and such, then the charged shots are for the boss, etc. I'll do a stream though showing it in just a bit :P To note, you can do charge shots the second she flashes blue, btw, etc. The last wall before the hallway goes dark is indeed the end, but there's nothing beyond the boss for this demo. We'll be working him out to be more fair and such too :)

The Future Fragments Team

I have been at the boss for an hour and a half and still have not beaten him. I cannot see the point of not using charged shots, seeing as the normal shots do way less damage and have the same precision. The normal shots have only screwed me over and slowed me down. Even the charge shots screw me over though because they have a lovely habit of passing right through enemies sometimes. I have done my best to pick up "exploits" and tricks, like how charge shots can be carried through rooms, meaning the first wall essentially doesn't even exist. I have only ever gotten to the last wall before the halfway goes dark and I get fucked, literally, no matter what I do. I can't even tell if that's close to the end. I hate to be that guy, maybe I'm just venting. Is there even something after the boss? Like possibly the gallery that was talked about being put into this demo?

Sturdy Beetle

The boss doesn't speed up when you get grabbed, his speed is linear in terms of how it increases, etc. The strategy of the boss level is to use the charge shots to kill the blobs, not so much to push him back; that's just a bonus for killing the blobs. Additionally, the walls have random HP, i.e. they're the same HP each time, but they're not sequentially harder to get through. Try using regular shots intermixed with charge shots; additionally, as was noted in the beginning tutorial screen of V12, the tutorial instructs you that charge shots can be fired the second she blinks blue; you should be able to get off 3 charge shots in under 2 seconds, more than enough to beat the level long before the boss even gets back on screen. I'll do a demo sometime later this week showing my playthrough going through the level; the other possibility is that people's systems are going slow when playing, which doesn't allow them to fire as fast, etc.

The Future Fragments Team

Yeah, just tried to get through it in V12, Not seeing how it's possible. The first wall goes down instantly the moment you land (charge from previous room) Second shot goes into the second wall, third shot is perfectly timed to kill all blobs as they come out of the boss. That's the absolutely perfect first three shots, after that, it's a free-for-all as you try to mash the walls down before the boss gets to you, and it's just not happening. The blobs don't line up in a way that lets you kill all of them with one shot after that, and If you get restrained once, it's over. The boss seems to speed up when you get grabbed, (more than he accelerates normally, I mean.)

iamnuff

That'll be in the C++ update for sure :)

The Future Fragments Team

Could we get a skip button for the boss fail? The sex scene itself is fantastic and well thought out, but seeing it 5-6 times just makes it somewhat laborious. >inb4 git gud

Stompy0

To be fair, we sent the game to 10 people before releasing it to patrons; half of them said the boss was too easy and that they could clear it repeatedly without difficulty, 3 of them said it was too hard, and 2 of them said it was just right. so we released it in its current state due to that feedback, and we also did strawpolls that show 44% of people want it to be the same difficulty, and 8% want it to be harder, so that's 50% of people that don't think it needs to be easier :P that said, we do agree that the RNG is definitely too high, and we're working on modifying that and making the level more balanced. (That also said, charge shots can be fired the minute Talia blinks, allowing you to get off more damage with charge shots than you can get off with regular shots if you time it right, but if your timing is off, then regular shots are the safe way to go.)

The Future Fragments Team

Normal shots did it for me.... charged shots on walls was a major time loss

Alvehyanna

yeah, I'm 39, been playing video games for 30 years...I was even a video game reviewer as a paid job for a publication...this boss is tuned way too high. The RNG to the bounce and size is a huge factor. Sometimes you can not get all of them with a single charge shot cause of bounce. I've also noticed if 3 of them overlap, then 1 completely avoids the charged shot. Walls take a bit to much to destroy...3 charged shots? really? And maybe the walls are just poorly spaced (1 too many?). I spent an hour+ at it, and never even got the last wall down. I know professional game makers, and here is the #1 thing they've told me. You are your own worse tester. You know the game, you can play it flawless. Most people won't.

Alvehyanna

Based on just how the game felt to me, I feel like you would need to get incredibly lucky to survive two blobs and still beat the boss. The reason being is that the time you spend on them allows the boss to get closer, which means his smaller blobs bounce fewer times to hit you, which decreases your chances of them dying on the floor. That specific example may be possible but it really doesn't seem too likely lol.

Clompy

When I mean shots, I meant shooting the walls :P

The Future Fragments Team

Its also beatable without any shots, since I didn't know I was supposed to shoot it at all. The first time I went in there, I thought it was supposed to fight it directly while shooting pillars to make some space.... and that went about as well as you'd expect. The next time I didn't touch it at all....and died because its blobs. Third time too. Fourth time I still didn't touch it and dodged the blobs and got out.

Blackwater Syn


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