Wings of Vi - Not Myougi's Castle

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anonymousbl00dlust
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Re: Wings of Vi - Not Myougi's Castle

Post by anonymousbl00dlust »

This boss would be a lot more fun if it wasn't for the stupid skeleton portals. It seems totally random where they appear on the battlefield, and you're better of restarting until they both spawn on one side.
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Re: Wings of Vi - Not Myougi's Castle

Post by WhattayaBrian »

anonymousbl00dlust wrote:This boss would be a lot more fun if it wasn't for the stupid skeleton portals. It seems totally random where they appear on the battlefield, and you're better of restarting until they both spawn on one side.
Both? If you mean the blue ones, she will summon those constantly throughout the fight. It's not uncommon to end the fight with 8 or so on the battlefield.

But this isn't a big deal because you can kill them.
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Re: Wings of Vi - Not Myougi's Castle

Post by Grounder »

Next time on "Technically Not An Episode 0, Because..." Rao gets a one HP improvement!

I'm actually a little surprised that there hasn't been a Soldexus-level riot yet. :geek:
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Re: Wings of Vi - Not Myougi's Castle

Post by Telamon »

I believe raocow will manage to complete at video zero before this series is over. Go for it, dude! We believe in you!
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Re: Wings of Vi - Not Myougi's Castle

Post by Willhart »

It might be possible to clear both layers of red crystals with one meatball on certain patterns. I don't know. This fight does look chaotic.
Edit: the quicker you can get rid of them, the more time you get to damage the boss.
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Re: Wings of Vi - Not Myougi's Castle

Post by Voltgloss »

Willhart wrote:It might be possible to clear both layers of red crystals with one meatball on certain patterns. I don't know. This fight does look chaotic.
I was just watching some successful runs and yes, it is possible to do this, especially earlier in the fight when things are less hectic.

I also see players using the meatball form to fly off the top of screen. I'm guessing they're doing that to dodge the surrounding spikes while out of reach of all other attacks (since only the surrounding spikes chase the player offscreen). Of course, that means you need to remember where the gaps are and sneak through without being able to see them. Not sure if that actually makes it an improvement.

I do believe raocow can beat this boss, and I sense raocow feels that way too. Sadly, the game appears to be near, or have reached, the "why bother" stage.
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Re: Wings of Vi - Not Myougi's Castle

Post by Dragon Fogel »

The main lesson I'm taking away from this video is "instant death traps in a lengthy boss fight are a bad idea". Especially this one, where mobility is important.
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Re: Wings of Vi - Not Myougi's Castle

Post by Ivy »

Grounder wrote: I'm actually a little surprised that there hasn't been a Soldexus-level riot yet. :geek:
everyone loved Soldexus and it was relatively easy fun.
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Re: Wings of Vi - Not Myougi's Castle

Post by tirakai »

The problem with Soldexus is that it didn't look fun or interesting to play at a core level.

This game on the other hand does look like it's pretty fun when it isn't being so ridiculously demanding. Look at this boss for example, there's a lot to it, always some nice dodging and sneaking in attacks and such to do, If you lucked out and somehow managed to do it in 10 tries or so you'd probably think it was a really cool boss overall.

At any rate I hope we can get a relatively easy game next (or at least one without disheartenedcow every video), we've had a bit much angry games recently. Like Guacamelee.
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Re: Wings of Vi - Not Myougi's Castle

Post by WhattayaBrian »

WhattayaBrian's Funtimes Strategy Corner

1. Pick a side.

Do not follow Azurel. Make her come to you. Choose 3 or 4 platforms a dedicate yourself to keeping them up, and forget about the rest. Only take care of black holes that can reach you.

2. Use your double jump.

Generally, you would jump, then flutter(meatball), then fall back onto a platform. You still have a double jump left after that you can use to reorient yourself.

3. Do more damage.

Trying to not hit red shield is good, but you were doing way too little damage. She's not like Myougi, she can take 5-6 hits before she red shields. In fact, doing more damage (even hitting red shield) makes the fight more manageable, because you can sort of swap between bursting her, then just dodging for a bit, then bursting her, then dodging, etc. This is a lot easier than trying to juggle both.

As a side note, one crescent will bring her up to almost max blue shield.

4. Use the top of the screen.

This is tricky, but pretty valuable. You can take care of the red circle off the top of the screen where nothing else will hit you. It's dangerous coming back down since you can't see yourself, but see point #2.

5. Try to predict the blue shots.

She doesn't have a tell for them, but she does do them regularly. Every 2 or 3 attacks. You can start to internalize when she's going to do them. Never stand directly inside of her, or you risk getting hit by one as soon as it spawns. They travel slowly, so you only need to be a platform or 2 away in order to react. This falls in line with point #1.

6. If too much is going on, don't feel like you need to attack.

Sometimes, when the downward striking hand is out, I'll just time it out while focusing entirely on dodging. Same with killing a blue portal.

Summary: Azurel fills the screen, so your goal should be to minimize the effect that has. You do this by localizing your base of operations. You don't care that there are 4 giant black holes on the right of the screen if you're sitting pretty on the left. You don't care that all the platforms to the right are gone because you have your 3 at max height. You don't care that the blue and red shots are on screen at the same time because you dodge the red shots off the top of the screen.

And so on.

Myougi takes after her mother.
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Re: Wings of Vi - Not Myougi's Castle

Post by FusionWarrior »

Man whatever you want to say about the butts of this game the music is pretty good. Between the pseudo-Wario Ware music with the Ogressesses and the music of this boss I'd buy a soundtrack for sure

Wouldn't buy the game but that soundtrack I would. :P
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Re: Wings of Vi - Not Myougi's Castle

Post by Nathan the Talkmaus »

Grounder wrote:I'm actually a little surprised that there hasn't been a Soldexus-level riot yet. :geek:
We were hyped up for Soldexus and then it turned out kinda mediocre. Despite all its flaws, it still had a certain amateur charm and clear visuals most of the time. This one looked pretty underwhelming from the outset and never really raised our expectations that much. Much of the time it throws things like vastly unclear visuals at you (i.e., orange projectiles on an orange background and blue projectiles on a blue background, is that a platform or is it a background object that's drawn exactly the same?, why does the number keep showing up when I hit an invulnerable monster?, etc.) and the level design looks a lot more punishing than it does rewarding.

Or is that just me?
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Re: Wings of Vi - Not Myougi's Castle

Post by Leet »

Soldexus was dumb but charming, Wings of Vi is just dumb
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
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Re: Wings of Vi - Not Myougi's Castle

Post by Telamon »

but it has tits!
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Re: Wings of Vi - Not Myougi's Castle

Post by Nathan the Talkmaus »

Telamon wrote:but it has tits!
A weak selling point. It's easy to get or make much better tits at a tiny fraction of the visual boredom and design-induced frustration.
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Re: Wings of Vi - Not Myougi's Castle

Post by Tenlade »

Nathan the Talkmaus wrote:
Telamon wrote:but it has tits!
A weak selling point. It's easy to get or make much better tits at a tiny fraction of the visual boredom and design-induced frustration.
that and the people who ussually wants games for thier pixel tits typically want something playable with one hand.
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Re: Wings of Vi - Not Myougi's Castle

Post by Solaris »

Tenlade wrote:
Nathan the Talkmaus wrote:
Telamon wrote:but it has tits!
A weak selling point. It's easy to get or make much better tits at a tiny fraction of the visual boredom and design-induced frustration.
that and the people who ussually wants games for thier pixel tits typically want something playable with one hand.
thats why bayonetta comes with easy operation mode~
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Re: Wings of Vi - Not Myougi's Castle

Post by Zygl »

A boss based around keeping the floor alive could be pretty neat.
A boss based around the meatball dodges could be pretty neat.
A boss based around managing that shield thing could be pretty neat.
A boss based around timing yourself around the grabby hands and killing the other grabby hands could be pretty neat.
A boss based around all of those things is just spammy bullshit. I've already come to accept that some things in this game - mostly the overly precision-based platforming - are just Not My Type of Difficulty, but this boss has like at least four barely-developed ideas crammed into one fight in the name of THIS IS A SUPER HARD VIDEOGAME GUYS OMFG when any of the four could've been expanded upon and been actually fun as their own thing.
Like, you know how no level designer worth their salt around here just takes every level idea they've ever had and smashes them all into one level? That's this boss.

Also is there any indication at all when and where the floor's going away or does it just kinda drop off the bottom of the screen without warning or reason?
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Re: Wings of Vi - Not Myougi's Castle

Post by WhattayaBrian »

Zyglrox Odyssey wrote:Also is there any indication at all when and where the floor's going away or does it just kinda drop off the bottom of the screen without warning or reason?
White...orby things(?) fly out of a platform about a second before it falls, giving you time to react.

Personally, I have no problem with the amount of things or the properties of things that are thrown at the player simultaneously in this fight.

I do have a problem with the presentation. Blue and red background, blue and red projectiles. Blue projectiles sent without any sort of tell (you just have to feel it). And I take great exception to the fact that, when you are playing well (raising platforms), you have less than half the screen to "play" in. For one of the biggest boss arenas, it feels the most claustrophobic. Like, if the screen actually scrolled up with you so you still had your full real estate (with maybe some UI elements showing you the state of platforms below your field of view), I'd have a lot more fun.

In the end, though, it's still a very learnable boss fight.
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Re: Wings of Vi - Not Myougi's Castle

Post by raocow »

what this fight needs, and by which I mean this game in general needs, is audio cues. Make each attack do a different sound! games have been doing that for litteral decades!
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Re: Wings of Vi - Not Myougi's Castle

Post by Voltgloss »

raocow wrote:what this fight needs, and by which I mean this game in general needs, is audio cues. Make each attack do a different sound! games have been doing that for litteral decades!
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Re: Wings of Vi - Not Myougi's Castle

Post by Freakguy »

Haha, just completed Demon Mode finally. Across beating Mortal, perfecting the Mortal bosses, and beating Demon, I got 8,919 deaths!
Now to watch raocow suffer.
WhattayaBrian wrote:she can take 5-6 hits before she red shields...

...As a side note, one crescent will bring her up to almost max blue shield.
Just to clarify on this, the amount of hits possible from no shield to red is exactly 5, so using crescent once and then letting blue shield retract and doing it again is perfect for damage optimization, but again like he said you should just let red shield happen and save yourself the bother of keeping track of that mechanic so you can have your mind on all the other shit going on.
WhattayaBrian wrote:6. If too much is going on, don't feel like you need to attack.
And I second this.
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Re: Wings of Vi - Not Myougi's Castle

Post by The Doctor »

Zyglrox Odyssey wrote: A boss based around all of those things is just spammy bullshit. I've already come to accept that some things in this game - mostly the overly precision-based platforming - are just Not My Type of Difficulty, but this boss has like at least four barely-developed ideas crammed into one fight in the name of THIS IS A SUPER HARD VIDEOGAME GUYS OMFG when any of the four could've been expanded upon and been actually fun as their own thing.
I actually really like the spammy nature of the bosses and I think they're super well designed. The late game bosses are multi-tasking endurance runs that try to defeat you by overwhelming your reflexes and senses. Your job is to minimize the amount of crap on screen (destroying black holes) or figure out effective strategies to deal with it all (ignore the black holes not on your side of the battlefield).
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Re: Wings of Vi - Not Myougi's Castle

Post by Wolfolotl »

when a game designer starts designing with the intent of overwhelming and frustrating the player instead of making something hard but fair and relatively comprehensive, that's when the fun starts evaporating. it's much more satisfying to fail at a boss one hundred times but still have a good idea of how you're supposed to go about beating 'em than winning a battle on your tenth try but being too drained and confused to understand what the hell even happened
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Re: Wings of Vi - Not Myougi's Castle

Post by The Doctor »

Wolfolotl wrote:when a game designer starts designing with the intent of overwhelming and frustrating the player instead of making something hard but fair and relatively comprehensive, that's when the fun starts evaporating. it's much more satisfying to fail at a boss one hundred times but still have a good idea of how you're supposed to go about beating 'em than winning a battle on your tenth try but being too drained and confused to understand what the hell even happened
Agreed. That's why Wings of Vi is awesome.
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