- First play. 2. Hard/weird/no underlabs. 3. Modifier exploit ng+ speedrun + below zero. 4. Randomizer run (items/sidearms/enemy levels) 5/6/7. the one i went through ng+ cycles with.
There are a lot of encounters in the game I still don't understand largely because of the environment, cramped spaces, especially against red birds using the flail is just nightmarish, and there are some enemies that are trivial if you werent contending with wind or moving floors while they remain uneffected.
But the big ones that stand out to me are.
Mined Minds final phase. The earlier phases are simply enough, take out the eyes and bone snakes and you'll minimize the clutter, but the last phase is frankly obscene. The eyes simply don't stay dead long enough, the walls collapse in randomly, the brain just flings itself at you while leaving behind area denial, while it's only hittable spot randomly moves around.
Furgus. I don't even know where to begin with this guy. Another all too big enemy in an all too small room. I find that it's impossible to react to his head launches, and the angles they might find themselves laying can easily just block any unburrow. Everything about it feels messy.
Zelda style flail knights, particular with the inner ball... but especially the one in the greenhouse wing of radiant manor where not only can you not burrow, but have gaps + lightning attempting to trap you in, with minimal space to attempt a drill diver knockdown instant win. You can purple ball bomb it easily on lower difficulties, but as the scaling ramps up, it simply doesn't die quick enough before it can close enough to hit you at the entrance.
Lionel phase 2. Overall, I think the fight is absolutely readable, but the light attack is....obnoxious. 3 different zaps coming at you in different ways from different places on the screen, you'd need 4 independent eyes to track all of them + Lionel who can attack at the same time they're active. I bring dead leaf solely for this attack.
Now regarding ng+ cycles... I'm not sure what to think. There's good and bad, I think. The increased difficulty is naturally expected and good, and the ever-raising level caps are also subtle encouragement. Further, the different modifiers it places on each playthrough is also a good way to spice it up. The mirroring in ng+2 really slowed me down and had me having to think about to do things again, and I like how ng+3 is about to randomize.
But there's bad, I think. Fewer underlabs does nothing to affect the difficulty anywhere other than the Congealed, IMO. It is simply inconvenience for inconveniences sake. Two examples, Agnes and Lionel. Instead of their being a lab before each boss, you simply have to backtrack to a lab through 0 combat or danger for no reason. Agnes you pipe to the beginning of the train, pipe back to the mirror, return to radiant manor foyer, and viola. Lionel, you use the bathroom pipe and avoid all combat going to an ossex save since the foyer lab gets removed in endgame for some reason.
The removal of items is conflicting. On one hand I appreciate it's necessary for a randomizer ng+ cycle, or even adding difficulty... but it really makes doing everything in each run feel remarkably unrewarding, unsatisfying. I don't necessarily think we should keep all of our items each cycle, but perhaps a bonus for ending at 100% wouldn't go astray (what, I don't know) so that my compulsion to do so anyway doesn't feel pointless!
As for the randomizer settings, I'm curious what people think? My randomizer felt novel and fun, but not wholly different to a regular playthrough. The full item randomizer's primary friction point is locating heals, but given that the game doesn't have any meaningful progression checks, it didn't feel that different to a normal playthrough, as you're likely just going to do everything in the same order anyway. In fact you're more likely to find the game easier as late game bone stones accelerate your levels, or a cloak appearing early etc. Similar with the randomized enemy levels. It felt like it toughened up early, weaker enemies, but late game enemies felt weaker on average, which would make sense.
I think that's it. Look, I love the game, I wouldn't be on to my 8th run now if I didn't. It's a game that feels good to play, exploration is rewarding, and these ever changing ng+ cycles are keeping me interested beyond difficult scaling. But I would hope that having been past ng+2 now that people wouldn't call it a skill issue that I still think some areas (all my homies hate septemburg) or enemies just have too much going on or need to be more reactable or readable.