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Distorted Travesty 3

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Re: Distorted Travesty 3

Postby WhattayaBrian » 1 year ago

No, I meant "does". My point being that the fight could use a full redesign, but given that Zephyr is only making tweaks at this point, here are some things that could mitigate unhappiness.
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Re: Distorted Travesty 3

Postby Validon98 » 1 year ago

More rage below:

What is up with this Shadow Mara or Mora or whatever fight in the construction site? I don't get what to do in the third rock phase. I can't cut down anything until it regens all of its health and then goes super mode on me. I get that pretty much the best way to damage it safely when you CAN damage it is with Jerry's bombs, but other than that... uhhh... I dunno. This fight confuses me.

Also why does he have to heal? In a fight where you can't even hurt him properly half the time and you put yourself in major risk of just getting rammed into if you even try to melee, why just undo any damage you end up dealing to him? Because "hurr durr figure out the puzzle fast or be punished hurr durr"? Like the rock segments are things that need you to be careful to not take damage to begin with, why punish that? Seriously, why?

I just hate this boss with every fiber of my being because dying when I'm approaching the third rock segment means redoing at least five minutes of boss fight prior. It's so much time to make up for a fight like this. I sincerely want to see what the hell the gold time for this fight is because I bet it's REALLY slow.

EDIT: Had to watch an LP video to better understand this boss. Thank you WhattayaBrian, I probably wouldn't have been able to understand certain parts without your video.
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Re: Distorted Travesty 3

Postby jaxter0987 » 1 year ago

ZephyrBurst wrote:
Validon98 wrote:Potential bug report thingy:
I know what's causing that. Next patch (whenever in the future that happens) will have that fixed.

To you guys that have played up to the first boss in the final level:
I've considered since forever ago to reduce the damage from all of Hex's attacks by 1. Do you guys think that's something that would help the flow of that fight? Sure there's assist mode, but let's be real, people rarely use it. It's a long fight and by comparison to the Abomination, tends to actually be longer.

Also considered reducing the frequency of the ceiling attack by about 1-2 seconds. (the one you have to use the idle shield to break through)

I've also considered reducing the frequency of the hands by just a tiny bit, maybe half a second. (It really does make a difference)
TLDR at the bottom:
Lowering the damage gives the player one more hit to learn the boss, so thats probably a good idea. That said, I need to reevaluate this fight in hindsight before I commit to supporting this idea.

Reducing the ceiling attack frequency helps a ton in the "second" half of the fight where he's not just floating in the middle of the screen. Is the frequency consistent throughout the fight? I never really paid attention to whether or not it came in regular intervals or sped up in the later stages

It sure FELT like the frequency picked up but that might just be my unsavory memory of the fight causing me to perceive it in a more negative light.

I'm in different to reducing the hand frequency. I'd like to think I wasn't the only one that used that phase where all he did was shoot those pairs of lightning things (with a pair of undashable ones in between) to heal up back to full with the heart spawns from killing two hands.

Really, I think MY biggest problem with the fight is the music. In a way, I felt it was better to use the music featured in the bad end version of this fight instead of the current track. I get that during the bad end, he's supposed to be toying with you and that the boss battle plays out like any other we've done before with "appropriate" music. But a case could also be made for having the current dreary "good" end boss fight music being played during the bad end sequence and vice versa.

I don't know, theres just something about the music coupled with how long the fight is that just makes me despise starting over again and again. Which I guess is a good thing if you were going for that sense of dread and feebleness the music makes me feel.

Regarding WhattayaBrian's suggestion about the lightning shield attack: If you DO end up going with this suggestion, I'd suggest making Elemental the only other weakness. Diffusion Missiles > Gravity Well for breaking through the shield at a distance but Shotgun Ice > Holy Water so this would give the player a choice when it comes to breaking the shield. I ended up primarily using Claire in the fight because I can't be bothered trying to use Jerry to break through the shield in the latter half of the fight when the characters are better off on opposite sides of the room.

I immediately take back what I said about making Elemental another weakness. Jerry would become THE goto person when it comes to breaking the shield because I just remembered about how the MegaMan set is great for front loading damage. Since it has both Special and Elemental options, making Elemental another weakness would be a bad idea.

TLDR: Yest to first suggestion, yes to second suggestion, indifferent but leaning towards no for third suggestion, music is unsettling but probably in a good way since its probably intended, WhattayaBrian's idea about the shield thing is interesting to think about

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Re: Distorted Travesty 3

Postby ano0maly » 1 year ago

The bad end fight used to not have any music when you start it (it was unintentional) and I thought that was fitting for a false battle that inevitably leads to a bad end. But that was back when this fight was very simple, not stretched out to mimic the real fight.
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Re: Distorted Travesty 3

Postby kitikami » 1 year ago


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Re: Distorted Travesty 3

Postby ZephyrBurst » 1 year ago

kitikami wrote:Image
That is amazing! Thank you. <3

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Re: Distorted Travesty 3

Postby kitikami » 1 year ago


I've been meaning to draw something like that since that room title came up in RobinLSL's LP, and since he recently finished his LP, I figured this would be a good way to commemorate seeing the whole game and to give back a tiny bit for all the enjoyment I've gotten from the series.

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Re: Distorted Travesty 3

Postby Meowthnum1 » 1 year ago

Slit08 wrote:So guys who have completed the game. A question to you:

Who did you find harder to beat? Hex or the Warmaster?
Very late reply to this post, but

I found Hex really, really tough. It's a long fight, and it takes forever to damage him. I thought he was harder than Warmaster. It was easier to get into a groove with Warmaster. It was a fun, fluid, and fair fight that had a really epic feel to it. Hex was just frustrating. I'm in the minority though

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