Well... this place made a fantastic first impression. The music rocked ass, and the aesthetics promised a sequel to Dusty Ruins, which, say what you want about "the most common ragequit mail from DT1," like raocow, I really enjoyed the concept it put out, which was mainly maneuvering around static traps. The first few rooms delivered what I anticipated. Later rooms did not, and that's where I stopped having fun with this demo... period.
The room with the two Blood Tyrants was really over the top. Apparently, I didn't discover the "super easy" method, either, so yes, something needs to be explained better to the player. Beyond that, though, I still take some major issues with this room. First of all, here it becomes really apparent that the boulders' behavior patterns from the original game simply don't work here. In DT1, from a design perspective, they always either hit a flat surface, or the only slope they could spawn on always moved them toward you, in a logical fashion. They were single-spawn, impeding hazards that were pretty solidly executed, and generally, unless you went out of your way to go backwards through a single-exit, linear level, you wouldn't think anything odd of them. Here, it's painfully obvious they have a mind of their own, and sometimes they move in rather non-intuitive ways. I'm not just complaining about this because of difficulty, either. Sometimes, the boulders will hit the slopes, then proceed to try rolling uphill... and immediately disintegrate, because a couple pixels of "slope" hit them. The boulders really need new behavior patterns.
Secondly, yes, as An0maly pointed out, the fireballs ought to intuitively do less damage than the boulders, but I specifically take issue with the fact that I ended up dodging neither. When switching characters, sometimes I will take unavoidable damage, because of a fireball directly in front of my face, a boulder directly above or under me, or hell, even an enemy inside of me. This mostly happened to Jerry, who ended up taking the bottom path, so that's one reason I gave him the Force Armor (which I opted to get instead of Persistence). A very, very easy way to nullify just about all of the agonizingly frustrating trouble I had with this room would be a little preview. Sometimes, in a game that switches between two characters, standing still for a second or two will cause a mini-screen to pop up in the corner that shows you what's going on where the other character is. This would completely nullify all of the "unfair" difficulty I had with this room, and if further tag team rooms are going to be significantly harder than this, I will desperately need that feature in the full release if I'm to have any hope of beating the game without feeling that I've cheated it. As it stands, I did. I used another Miracle Fluid here, because of those traps that I felt I had no way of avoiding. Spoilers: It wasn't going to be the last one.
Thirdly, there was no checkpoint before the Blood Tyrant fights, of which there are two--one with each character--that you have to beat... in a row, without dying. Alright, so doing Death without a checkpoint was my own choice, so any frustration I experienced from that was my own fault... but here, there isn't even an option for less ambitious players to fall back on. You may argue that I just suck at fighting them, and I will immediately agree. Most players will just barely eke out a victory against the first Blood Tyrant and think nothing of it. Twenty minutes later, I'm beating my head against my desk, now knowing that I should have repeated that one fight over and over until I had it down pat, because already I'm expected to have to fight two of these bosses--again, that I've only ever fought once, and just barely won--in a row without dying, after a room that was pretty difficult by itself, and with both characters. If that sounds like something that the player should already be reasonably expected to do, your demographic for this game is beyond even me. And again, Jerry is hilariously inept at this compared to Claire, so I ended up with that as a second reason to give him the Force Armor. It wasn't enough. To hell with it, thought I, I wasted my other Miracle Fluid without a care in the world. Little did I know it would get worse.
Finally, the next room, and... (sigh)... it's another Blood Tyrant fight... this time with boulders. Seriously? Traps in the boss room used to be Distorted Mode exclusive... Thankfully it's only one Blood Tyrant again, and there are respawning pots outside the door. Honestly, if there weren't, I probably would have ragequit right here, and this would be the end of the review. My (perhaps much wiser than I) friend already ragequit before even reaching the tag team Blood Tyrant part, he got stuck on the boulders. When I told him about it, at first he thought I was joking.
The joke about the item at the end giving you no new ability, and the tutorial window about it being completely worthless, were both funny in hindsight, but as you can probably understand, I was not in the mood to appreciate it. I already knew where to go, so I went directly to the next area, determined to finish this dungeon so I could wash my palate of it the next morning and forget it ever happened, lest my impression of everything else I play after it be completely unfair.
The underwater area was also overly frustrating, and I walked right out and bought two more Miracle Fluids, both of which I ended up using, perhaps unnecessarily, but I was beyond caring about fair play at this point. I knew I was near the end of the demo, and just wanted it done with. Going out to get more supplies was also annoying, since Begonia is pretty large and has only one warp tablet. It could use another one outside the Mountain Temple. I know why there isn't one there, but I also know you have the programming know-how to disable it for that one avalanche sequence.
The underwater fans and those exploding mines made me feel less like I was playing a game than fighting to keep a screaming child still for an injection. And then the nurse accidentally ends up giving it to me instead. In my opinion, the mines should explode on contact, not on a proximity-triggered timer. Several times, because of the way the mines move up and down in the water, even when I avoided the mines themselves, the explosions would still hit me while falling down the shafts, which will almost always lead to getting hit by the one below it, and so on, and 2 1/2 hearts of damage for each one during all of that is rather cruel. Some of the jumps with the fans also got really frustrating, because some actions the player needs to perform to get past them didn't feel as intuitive. All together, this area made all the optional health upgrades I'd collected so far feel far more like they were necessary, rather than the optional insurance they had been before, which even Death and the double Blood Tyrant room never managed to do.
An underwater tag team room... yup, I quit here for the day. Thankfully it didn't turn out to be that bad, sans the slightly ridiculous fireball spam in the upper right corner. Because fireballs underwater totally make sense. They couldn't have been, I dunno, really hot water or something? Or if you're not satisfied with a mere color swap, how about darts? Whatever. At least I had the privilege to nitpick this time. This room was another case of "it would be fun to puzzle out, if I didn't have to worry about dying to one particular hazard quite so much."
After all that hell, the boss was literally so easy that I beat it in 3 attempts, only the third of which I actually felt that I really knew what I was doing. After the basic traps started dealing over 2 hearts of damage, I was surprised to see how much room for error I suddenly had. The "MASH BUTTONS!!" sequence at the end made me laugh, and would have been a great way to release some frustration after all that nonsense before, so of course I screw up the timing of that by quitting for the day when I was almost at the end. Oh well. I hope the "MASH BUTTONS!!" combo makes it in to the boss room too. I forget if there was a hit counter, if not, you should totally put that in. Overall, as the first boss where you can switch characters, it does its job well, even if it wasn't all too difficult for me, I can imagine it would be if you tried to beat it with only one of the two characters.