• How Cuphead's bosses try to kill you - Game Maker's Toolkit
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[media]https://www.youtube.com/watch?v=F8T6Ul4aHTI[/media]
Shame that he's wrong about how parrying is optional when there's a fair amount of bosses that require you to parry. Example being the Phantom Express' final phase where you need to parry the tail so the boss reveals the heart inside its furnace. There are more examples where you don't have to parry if you have the right charm, but most of the time, those ones require you to parry to avoid damage. The one thing I really hate about Cuphead is that bosses just feel really cheap those first couple of times doing them just cause of the fact that you have no idea of what's going to hit you, the pirate ship's last phase being a good example. Sure, there is telegraphing that it's about to do an attack, but there's no real indication of what kind of an attack it's going to do. So, you're stuck relying on memory once you've gotten the first 4-5 initial deaths out of the way since there's no real way to react to some attacks.
[QUOTE=GentlemanLexi;52798328]Shame that he's wrong about how parrying is optional when there's a fair amount of bosses that require you to parry.[/QUOTE] His own video show's that he's wrong on that :v: He has the perfect example of this at like 1:14 of the video with the play star boss. She sends out a cardboard wave prop, and the only way to dodge it without the smokebomb is to parry the pink star that's in the meteor that comes from the stage top so that you get extra height to go over the wave.
[QUOTE=GentlemanLexi;52798328]Sure, there is telegraphing that it's about to do an attack, but there's no real indication of what kind of an attack it's going to do. So, you're stuck relying on memory once you've gotten the first 4-5 initial deaths out of the way since there's no real way to react to some attacks.[/QUOTE] I'm only in the second area, but I think the one boss that does the best job of telegraphing its attacks is the big flower boss. Even my first try, I was able to catch that I needed to be on or off the floating platforms right before an attack would happen. Almost every other boss so far has had me pissed because I have to memorize a new attack every time I die, and I like being able to learn during the fight a lot more than learning by dying.
[QUOTE=GentlemanLexi;52798328] The one thing I really hate about Cuphead is that bosses just feel really cheap those first couple of times doing them [B]just cause of the fact that you have no idea of what's going to hit you[/B], the pirate ship's last phase being a good example. [B]Sure, there is telegraphing that it's about to do an attack, but there's no real indication of what kind of an attack it's going to do[/B]. So, you're stuck relying on memory once you've gotten the first 4-5 initial deaths out of the way since there's no real way to react to some attacks.[/QUOTE] I don't agree with this at all, because that just doesn't make any sense from a gamer's perspective. That's like saying any time a boss does something remotely unexpected in any game, it's unfair because "[I]who could've seen that coming?[/I]". It'd be immensely boring if a game were so predictable that any veteran platformer could have a decent chance of beating the boss on the first try. You learn the move that happens when you're at certain stages of a boss fight so you know how to avoid it next time. Even if you do die, each bossfight is so short that you'll be right back at where you were almost instantaneously(except the King Dice boss, but that's a different story.) The idea that you should be able to anticipate a move [B][I]before you've even seen it for the very first time[/I][/B] is a completely ridiculous notion. In addition, it also goes against Cuphead's 1930s wacky cartoon artstyle and allowing the artist/game dev to have virtually unlimited freedom with what they can do with boss moves.
No, I definitely agree that it's wrong to expect it. It just feels cheap on those first deaths that you pretty much are guaranteed to die unless you manage to guess it. Not that it's a bad thing, it makes each boss a bit more complex and adds more things to memorize for it. I also agree that telegraphing literally everything isn't gonna work. The flower boss for example has two distinct sweep moves, top and bottom. Those are both telegraphed separately since they are distinct. But the boat boss only has the one laser move in the last phase, and telegraphing exactly what it does would be hard. Maybe having him open his mouth and charge it a bit before firing could've helped, since you would still have to not only react, but act upon the laser. Once you've seen what the laser does, you could also try crouching which avoids the move completely. It's just how unexpected the move was, I thought he was going to enter a new phase or something, but then got assblasted by his laser. [editline]20th October 2017[/editline] [QUOTE=ClarkWasHere;52798427]His own video show's that he's wrong on that :v: He has the perfect example of this at like 1:14 of the video with the play star boss. She sends out a cardboard wave prop, and the only way to dodge it without the smokebomb is to parry the pink star that's in the meteor that comes from the stage top so that you get extra height to go over the wave.[/QUOTE] Technically, if you have the smoke bomb, you can just dash through it, which was the power I mentioned before. It also helps insanely against during King Dice against Piroulette, the bunny, and probably more. It's not TECHNICALLY impossible to beat some bosses/mini-bosses, but you'd need a specific charm/power up to avoid parrying.
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