@DoctorMentats@CrimsonSkySM And "it doesn’t need to be challenging" isn’t really the point. A tutorial can be easy while still requiring you to demonstrate the skill it’s teaching. If beating the nerfed version "doesn’t make a difference," then why nerf it at all?
@DoctorMentats@CrimsonSkySM That makes the design problem worse. If Jackenstein is meant to teach Titan’s mechanic, halving its damage after 2 losses undermines the tutorial. The point is to make sure you learn the mechanic before moving on, not lower the punishment until you can pass without mastering it.
@DoctorMentats@CrimsonSkySM Using Zelda-style mechanics throughout the chapter is not the same as actually teaching and ramping up the mechanics MANTLE expects you to master in its fight. Exposure does not equal preparation.
@Omega97Hyper@CrimsonSkySM It doesn’t, and I think you’re also underplaying how important healing is in a fight. Extra healing is one of the strongest forms of assistance you can give a player.
@DoctorMentats@CrimsonSkySM If the mechanic is too unfamiliar for players to handle, the problem is teaching and difficulty ramping, not damage. Cutting the pumpkin’s damage by 50% after 2 losses and boosting TP after 3 doesn’t teach anything, it just lowers the execution requirement until they pass.
@DoctorMentats@CrimsonSkySM The game gives you a chance to turn back and prepare before climbing the Titan. There’s a shop, a save point, and a warp back right before the final sequence. You only get locked out after willingly progressing past all of that.
@blveberry21@CrimsonSkySM That’s exactly why I find the logic flawed. If these fights are intentionally designed to be easy and "not real challenges," then aren’t the hidden nerfs just solving a problem the design supposedly already accounted for? So yeah the reason of them feels really unclear.
@Omega97Hyper@CrimsonSkySM For MANTLE, when you introduce a new "style", it’s the game’s job to teach the player how to master it and build them up for it. If it can’t do that and has to resort to rewarding failure, then it shouldn’t have been a mechanic in the first place. That’s just bad game design.
@Omega97Hyper@CrimsonSkySM It doesn’t, and I think you’re also underplaying how important healing is in a fight. Extra healing is one of the strongest forms of assistance you can give a player.
@Omega97Hyper@CrimsonSkySM Also, "you needed the help" isn’t a defense. If these bosses easy, which is what you’re claiming, nerfing them when the player struggles is the LAST thing you should do! It's unrewarding and at that point, why even make the game harder if there’s no incentive to master its system
@Omega97Hyper@CrimsonSkySM For MANTLE, when you introduce a new "style", it’s the game’s job to teach the player how to master it and build them up for it. If it can’t do that and has to resort to rewarding failure, then it shouldn’t have been a mechanic in the first place. That’s just bad game design.
Susie is my least favorite main character but i think it's more due to overexposure than anything, her troubles and arc are fairly simple yet we spend WAY more time around them than characters who now have 2 chapters to speedrun all that time Susie had
@Strawbeelve@SElmereth@ValcomDrifty Y’know i haven’t actually heard anybody get this defensive over someone pointing out objectively bad game design just because it’s "minor difficulty stuff" that apparently doesn’t matter- oh wait, never mind, I have. This is the Deltarune fandom...
Sorry but Carol’s sprite is so ugly. Not even in a "she's meant to be ugly" way, it just looks bad. It made me realize that if Dess gets an overworld design, there’s going to be so much backlash because it’s not going to live up to the fanon designs people have gotten attached to