Titan Souls

Titan Souls

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Instant retry would improve
The bosses are challenging, but in some cases having to walk all the way back to the boss chamber every time gets irritating pretty fast.
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Showing 1-15 of 85 comments
WingStone 9 Dec, 2015 @ 1:56am 
I can't agree any more !!!:steamsad:
Last edited by WingStone; 9 Dec, 2015 @ 1:57am
Metalloman1 29 Jan, 2016 @ 1:08pm 
same here!:steamfacepalm:
genoforprez 29 Jan, 2016 @ 3:37pm 
Yeah, it seems like an okay game, but I haven't been playing it a lot since I can't get over this part. It's like chinese water torture. -.-
Agreed, the absolute worst is how much of a chore that is. One mistake? Sure I get that, it's supposed to be a tough game. But why also just make it needlessly annoying to get back and try again?
Meneer Erwt 5 Feb, 2016 @ 6:05pm 
Yup, couldnt agree more
Rob 5 Feb, 2016 @ 9:37pm 
+5
generatedname 6 Feb, 2016 @ 1:31am 
it makes me care more about trying to survive instead of doing it over and over until i get lucky.

consequences, such as having to run back, will make you better.
genoforprez 6 Feb, 2016 @ 1:57am 
Originally posted by generatedname:
it makes me care more about trying to survive instead of doing it over and over until i get lucky.

consequences, such as having to run back, will make you better.

There is no "doing it over and over until you get lucky". You actually need skill to defeat these bosses. It's not about luck, it's about when you get knocked down, being able to hop back into the fight again for another go. I like the bosses and I want to fight them. Making me walk all the way back to the boss chamber every time I lose doesn't "help me get better by making me care more". What it does is add an unnecessary hurdle between all my attempts to get better, which makes me just not want to play because it kills the fun and disrupts the learning/practice.

Imagine if you were in a batting cage to practice your batting, and every time you missed a ball, you had to leave the batting cage, go find another bat, then go back into the batting cage before you could take another swing at a ball. Sure, maybe one line of reasoning is that makes you "care more about not missing". That's a cute glass-is-half-full way of looking at it. But another way of looking at it is that it's unnecessary and just gets in the way.
Last edited by genoforprez; 6 Feb, 2016 @ 2:01am
Cawotte 6 Feb, 2016 @ 6:10am 
Can't agree more, got the game in the humble monthly and was happy, but after 1h of game and half of my time walking around and going back to a boss room, this game turned to be a disappointement. The game is nice, but I can't believe that the devs choose to let such a flaw...

It's like if in Super Meat Boy the game would return to the principal menu EVERYTIME you die.
iSurvivedRKelly 15 Mar, 2016 @ 1:55pm 
Originally posted by genoforprez:
Originally posted by generatedname:
it makes me care more about trying to survive instead of doing it over and over until i get lucky.

consequences, such as having to run back, will make you better.

There is no "doing it over and over until you get lucky". You actually need skill to defeat these bosses. It's not about luck, it's about when you get knocked down, being able to hop back into the fight again for another go. I like the bosses and I want to fight them. Making me walk all the way back to the boss chamber every time I lose doesn't "help me get better by making me care more". What it does is add an unnecessary hurdle between all my attempts to get better, which makes me just not want to play because it kills the fun and disrupts the learning/practice.

Imagine if you were in a batting cage to practice your batting, and every time you missed a ball, you had to leave the batting cage, go find another bat, then go back into the batting cage before you could take another swing at a ball. Sure, maybe one line of reasoning is that makes you "care more about not missing". That's a cute glass-is-half-full way of looking at it. But another way of looking at it is that it's unnecessary and just gets in the way.

LOL!
genoforprez 15 Mar, 2016 @ 3:52pm 
Originally posted by Cawotte - Fr:

It's like if in Super Meat Boy the game would return to the principal menu EVERYTIME you die.

That's a much better and to-the-point analogy than mine. Let's go with that one.
Last edited by genoforprez; 15 Mar, 2016 @ 3:52pm
DuckieMcduck 15 Mar, 2016 @ 4:44pm 
Just be glad you don't have to start playing from the beginning.
genoforprez 15 Mar, 2016 @ 4:58pm 
Originally posted by UnluckyDuckie:
Just be glad you don't have to start playing from the beginning.

One of many reasons I have zero taste for roguelikes of almost any description.
DuckieMcduck 15 Mar, 2016 @ 5:08pm 
Originally posted by genoforprez:
Originally posted by UnluckyDuckie:
Just be glad you don't have to start playing from the beginning.

One of many reasons I have zero taste for roguelikes of almost any description.
Who's talking about Roguelikes? I had NES/SNES games in mind.
genoforprez 15 Mar, 2016 @ 5:25pm 
Originally posted by UnluckyDuckie:
Originally posted by genoforprez:

One of many reasons I have zero taste for roguelikes of almost any description.
Who's talking about Roguelikes? I had NES/SNES games in mind.

I grew up on SNES and I can't think of any examples that were like this. Yeah, there were bosses where if they killed you, then you got sent back to the beginning of the level and had to make it all the way back to them. But making it all the way back to them was still doing something. You were still playing a game. And even acknowledging those games, plenty of other games, both action and RPG, put checkpoints at the boss door even in the SNES era.

Literally can't think of a single SNES era game where every time you lost to a boss, you just had to walk for a while.
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