Thanks for all the advice in the comments! I decided to stream a "play until I beat it" night, and though it took me quite a while, I managed to beat him. Be on the lookout for that video. I'm a slow editor and it was a 14 hour stream 😑
I think the comment about roguelite is for the developer not for you. This is not a rogue lite and you are not a negative nancy, this is just a terrible design choice.
That guy on your stream that suggested that roguelikes ending your hours long run in an instant is kinda a staple of roguelikes is missing the point. The point wasn't that the difficulty ramped up and ended his run. The point was that all of his preparation up to that point was virtually meaningless, outside of heart containers. The point of a roguelike is that as you get better at the game, you get better gear/stats in the game, and the combination of both of these things allows you to eventually overcome the final challenge. With this game, It's just "lol, you thought that the last two hours meant anything at all? You big, stupid idiot. It was just a waste of time, lol!" Like, what if you booted up the game, and it just threw up a clock with a 2 hour timer, and when the timer hit 0, you could fight Agahnim again? Except, that would be better, because you could do other things with your time during that, with this, you have to spend significant effort and attention to get to Agahnim, knowing full well that none of what you are doing matters worth shit. It's a shitty end to an otherwise awesome game, and it's very frustrating to see. I was very eager to play this game, but seeing how it ends, I kinda just... don't care anymore. I don't like to waste my time to that degree. Even in Dark Souls, the work you put into getting souls (and recovering them if you die lol) and slowly building up your gear, it MATTERS, even if you can just beat the game with pure skill, grinding all that stuff helps. It provides a small buffer that helps give you time to learn each boss. Anyways, that's enough of a rant for a UA-cam comment. If you see this, Mabbit, all I would say is this: If you come back to this, focus 100% on heart containers and that's it, because that's the only thing you can take with you into this fight.
The issue with agahnim is not only does taking away your items make the run pointless, but you're expected to learn an entirely new game to win. In most rogue-likes, even if the final boss deletes you instantly you can figure out what you did wrong in your run/build and do better next time. With Agahnim, nothing you do carries over so the run is just an obstacle preventing you from getting to the part where you have to learn how to play a different game.
Man, I can KINDA see the vision with that final boss but honestly that much time sink, all to have whatever build I was working on just be null and void, feels so cheap. Loved the vid regardless tho, you fs deserve some more traction on here
It’s not that bad once you’re ready for it. The real game is getting there, losing items just makes sure everyone has almost the same experience on the final boss.
Thanks so much man. Yeah, I understand that the dev doesn't want you to steamroll through it with things like the cape, but I feel like there has to be another way. Like maybe make the fight longer so that everyone is EXPECTED to get as prepared as possible before hand. Then again I don't know how long the fight is now. @JasonBoyce to me that just makes the end boss feel disjointed from the rest of the game. It should be something the rest of the game prepares you for. As it stands, there's no way to practice the fight other than watching other people do it, so it's still "3 hours, then 30 seconds of hoping for the best". Again, I still really enjoyed it.
@@Mabbit_YL That's exactly my problem with the final fight, Mabbit. Roguelikes do have difficulty jumps, they can end your run out of nowhere, but they generally don't nullify your efforts to the degree that this one does. It's supposed to be a combination of how well you prepare, and how well you adapted to the gameplay, with one being able to compensate for the other. You kinda suck? Prepare more. You're really good? Don't have to prepare as much. That sort of thing. Here, it's just... rng (how many heart containers you find) and learning the fight, but with how many hours it takes to get a SINGLE attempt at the boss fight, it's just too damn demoralizing for me. A shame you likely won't be back, it was awesome to watch you play, since you're actually really solid at LTTP gameplay, but I 100% understand your reasons for not returning.
The final boss should change dependent on your build. That would be best alternative. Like an added sequence/attack pattern if you have the cape, etc. the more you have, the more the final boss has. 1 for 1
I am convinced the dev intentionally trolled with the last boss. I watched the whole playthrough and was actually eager to play it. I love Link to the Past and rogue games like FTL so this game looked interesting to me. I will pass now after watching you play it. Thank you for taking the bullet for me and a lot others. I appreciate it. Entertaining playthrough though! New sub!
wait...if you like the game except for the last boss fight, you could still play and enjoy it... just DON'T do the last boss fight on purpose. Like, when you will reach the last room before the last boss, you could consider the game completed, so you have won anyway and you don't have to fight him 😊😉
I just downloaded this yesterday and I completely agree with your thoughts at the end. After three attempts, I made it all the way to Agahnim with gold sword, gold armor, gold shield and a full inventory of goodies just for it all to be taken away. I was looking forward to multiple runs but now I have zero interest.
I'm glad you got to enjoy it at least until that point lol. It's less so that I'm butthurt about losing, and more so how I lost. It would have felt fine if I was simply underprepared, but I felt blindsided instead. I'm just hoping the dev can find a happy medium, there seems to be a lot of discourse surrounding this fight.
Cave tip, the numbers are clock directions on wall spots. 1st step is always 10(left wall top end). Directions on bombable walls: 1 = North right 2 = East top 3 = East middle 4 = East bottom 5 = South right 6 = South middle 7 = South left 8 = West bottom 9 = West middle 10 = West top 11 = North left 12 = North middle
I mean its a Cool Puzzle but the Hint was kind of Ass imo, liek I dont think alot of People will just think of a CLOCK then go using 10+ Bombs to find out in a Rogue liek game c:
Yeah, new homie in the stream let me know after I wasted all my bombs, which is what I asked for. I didn't want to base my run on things I didn't earn myself. Next time tho!
@Mabbit_YL Foolish pride, should have taken the guaranteed way to get all those chests. I sympathize with you on the final boss, though. I'd be livid.
My comment from VInesauce's upload still applies: Listen, I'm not the dev for this project, and I can't make decisions for this dev. If the dev for this project really wants certain aspects of their game to be a certain way, then as long as it's well designed, and well, fun, then I say let them design it the way they want. With all that being said, designing a game where one of the core aspects is to collect items that make it so that you can play the game and making it so you can't use said items for the final boss is objectively atrocious game design. One of the core aspects, hell, I'd say the main aspect that makes roguelikes as fun as they are is the item collecting, y'know, collecting things to make each subsequent run better? I know Zelda isn't too familiar with roguelike design, and I also know their are some keen aspects to this project that define roguelikes that isn't being included, such as procedurally generated levels. If the dev wants to go out of their way to change some aspects to differentiate itself from other roguelikes, fair enough, but bitchslapping you at last second and making the whole game you played worthless because they didn't want you to use what you earned isn't good, it's very bad. This project still has a load of potential, and if the dev is still making changes as we speak, then that's also promising. However, potential can't carry a game, the game needs to be able to carry itself, and making the whole game worthless because of that final boss just plain ruins it. I've heard through the grapevine that the dev is adamant that the final boss is going to stay how it is, and if I have any suggestions for the dev of this project, it would be this: Justin Bohemier, get your head out of your fucking ass and listen to people. The final boss for this project ruins it, and you being stubborn about it is only going to hurt your project in the long run. Do better.
A game isn't worthless just because of a boring final boss. This is the result of the entire roguelike genre, you like shit genres = you get shit games, it's not hard to understand.
So I stumbled onto this video while at home sick and found myself cheering out loud when that heart container dropped. Thanks for the company! *subbed*
Tip on Gems: Gems can mix drop. Best combo i found: Green + White = Ring of Rupees(uses mana to make 10 rupees) ?Pink + Green = Potion to remove curses from chest.
There's a wide variety of rods to be had. Theres even one that turns enemies into rupees. Also, consumables like food, potions, or magic bottles can be used without having them in your inventory. Bombs and attack gems too. They all stack as well.
This game has so much potential. It needs to be longer to offset how immediately strong and tanky you get with all the upgrades you get so fast. You also need an option to sell your items to shops.and that final boss is absolute bull. The boss moveset is good and all but the fact that it takes away your items is unnecessary. The other bosses like lanmmola and armros knights could use a new moveset too. If this is considered early access or a demo, then i can see. I dont like rougelikes but it definitely has potential to be something absolutely amazing and if this can be fully fleshed out, ill definitely be guving it a go.
Fun Fact ALL kingstones Stack. Fun Fact: NEVER dissregard the letter take it with you EVERY time. You will loose 125-250 rupies If you do not take it. Fun Fact: Sarlacc Pit is a STAR WARS easter egg. of Return of the Jedi. Main lord has nothing to do with a lucas film easter egg. Deffinatly does not own starwars VI. FUN FACT: Zelda minish cap the rareity of kingstonesas follows. GREEN -> BLUE -> RED -> GOLD. @2:09:23 IT DOES matter what gems you use.
@@Mabbit_YL Your thoughts lead you to make poor decisions. You need to listen to other people who can make good decisions instead of yourself (who makes bad ones)
If he removes magic Guage to essentially remove magic items, up Ags stats, and make him a multi phase boss, it would probably even out the difficulty to where the player isn't feeling like he got completely rug pulled at the end.
I think the only method you can softlock in the game is going swordless and running out of bombs/arrows to kill a boss with. Even then, it's just you die and the run is over. That's kinda the reason it's pointless to purchase keys. The dungeon has enough to open doors along the path it takes you. For a speedrun, they might be ok there.
I kinda forgot about it until somebody mentioned it. I've played a lot of alttp and it's hard to think of him having any other movements. Once I started using it I really liked it.
All these thousands of people complaining and threatening the dev hopefully doesn't have any negative impact on his mental wellbeing, like with cubeworld back then
@TCLG6x6 I think if you release your game to the public, you should be ready for some measure of critiques. Especially if it involves a well loved franchise. I have, however, seen some pretty nasty comments toward him. and unfortunately don't doubt that he's received threats. I wish people could understand that this is just a guy that tried to make something fun, and whether he succeeded or not according to them, their toxic attitudes aren't helping anybody. This is just one guy that made a game they probably enjoyed at least most of, and paid nothing for.
Chat dude had to remind him he had an out with the heart conversion ring... on half a heart... You really should have lost that run before getting to the final boss... xD People will start running curselockes on this roguelike from this one episode. Jeff choose the easiest 3 bosses of the franchise. Needs to have a random selection for the three boss liars besides Ag. Yes, the bombs he creates are how damage him, but from a game devs perspective, that fight's design is ass, especially without any kind of warning. You want your player to want to have a difficult time, but even if he loses, you want him to think that if he tries hell be way better prepared next time. Trolling for a final boss while can be funny, it ruins the experience. Should make a multiphase that instead cancels or hinders the op items a bit instead of wiping everything you collected from an inventory management game. Maybe just remove your magic using items while upping the boss's difficulty tremedously to compensate for the heals/stat boosting items.
This exact same thing happened to me. I find it to be a HORRIBLE endgame. 3 hours of prepping for 2 seconds of death. A horrible ending to an otherwise great game.
The thing with roguelikes is that they're supposed to be hard, and they're supposed to be trial, error, and RNG based. While the creator said he threw this fight together as a means to surprise the player, and as much as it sucks to play through 2 hours of something, just to be upended with not being able to use anything you spent those 2 hours obtaining - the point of getting to the final boss in a roguelike is that the difficulty is supposed to be amped up in spite of all of the items you beefed yourself up with. And for a game like this, the best way to do that is to just nulify that aspect entirely, take it away, and pressure you to quickly figure it out. There are roguelikes that take dozens or even hundreds of hours to get to the point that you've defeated the final boss. The fact that after a 14-hour stream, you managed to finally do it, means the trial and error ultimately paid off. That Agahnim right is gutpunching the first couple times, but once you've had an opportunity to figure out how it works, it's almost the easiest part of the entire run. His patterns currently are very easy to figure out, and you can eventually do it without obtaining any extra heart containers outside of the other boss fights where you naturally receive one any time you beat them. Once you get over the surprise of getting wrecked your first couple of times facing Agahnim, it's just a fun game that you've learned the mechanics of, and can continue to have somewhat of a new, challenging experience any time you play. It's also perfect for speedrunning.
*Gets to puzzle in game *Looks for a guide online *Finds this video *Follows steps *Places bomb here 2:06:39 *Realises too late *Ruins puzzle this run aswell from Losing 1 bomb *Curses Mabbits name to the heavens
I heard the dev got burnout or something. If he doesn't ever get around to changing it hopefully someone else can? I'm guessing since the guy used Zeldas assets maybe there was only so much he could do to againhm and there was no way to make it a challenge AT ALL so long as you had even your sword?
I feel like dev must be trolling with the final boss but idk why he would. I know I was about to try the game out but I'll just pass if it's like that.
I find it hilarious how brutal the final boss is. Most games IMO, final bosses are cakewalks, especially when you had the whole game to power up to the max and stockpile a huge inventory of everything. It's kinda nice to see a game go against the grain and literally take that all away PLUS being the hardest fight in the game. It is the final boss, after all. The cherry on top is the sense of security the game lulls you into with a bunch of upgrades, many of which are pretty OP and even towns full of free items and zero enemies to hurt you all throughout your journey. Then the reality sinks in at the end when you are probably feeling the most comfortable the entire run. I'm sorry to say I enjoyed your misery at the end, lmao...
You *WERE* extremely prepared for the Agahnim fight, but when it came to the actual fight (that you were familiar with the regular spell patterns) you just stood in place while a slow projectile headed to you and eventually damaged you, you picked up a bomb that was flashing about to explode and it exploded on you, and you ran into stationary spikes over and over. ALL OF THESE THINGS you should have learned not to do in the previous 12 floors. Is it bad design to have a final boss that doesn't incorporate the items? Maybe, but that had nothing to do with you ramming into the spikes over and over. Dying so quickly with little time or opportunity to adapt is a flaw of roguelikes in general, who love having above-average to soul-crushing difficulty.
When you carry around a blue pendant for 6 floors that make you immune to spikes you build up a bad habit of ignoring them, Better imo NOT to use that pendant imo and train yourself up to avoiding stuff
Thanks for all the advice in the comments! I decided to stream a "play until I beat it" night, and though it took me quite a while, I managed to beat him. Be on the lookout for that video. I'm a slow editor and it was a 14 hour stream 😑
I think the comment about roguelite is for the developer not for you. This is not a rogue lite and you are not a negative nancy, this is just a terrible design choice.
Is this game moddable? I'd like to play this game as a certain popgun toting cowboy.
@@newbaggett woodie?
That guy on your stream that suggested that roguelikes ending your hours long run in an instant is kinda a staple of roguelikes is missing the point. The point wasn't that the difficulty ramped up and ended his run. The point was that all of his preparation up to that point was virtually meaningless, outside of heart containers. The point of a roguelike is that as you get better at the game, you get better gear/stats in the game, and the combination of both of these things allows you to eventually overcome the final challenge. With this game, It's just "lol, you thought that the last two hours meant anything at all? You big, stupid idiot. It was just a waste of time, lol!"
Like, what if you booted up the game, and it just threw up a clock with a 2 hour timer, and when the timer hit 0, you could fight Agahnim again? Except, that would be better, because you could do other things with your time during that, with this, you have to spend significant effort and attention to get to Agahnim, knowing full well that none of what you are doing matters worth shit.
It's a shitty end to an otherwise awesome game, and it's very frustrating to see. I was very eager to play this game, but seeing how it ends, I kinda just... don't care anymore. I don't like to waste my time to that degree. Even in Dark Souls, the work you put into getting souls (and recovering them if you die lol) and slowly building up your gear, it MATTERS, even if you can just beat the game with pure skill, grinding all that stuff helps. It provides a small buffer that helps give you time to learn each boss.
Anyways, that's enough of a rant for a UA-cam comment. If you see this, Mabbit, all I would say is this: If you come back to this, focus 100% on heart containers and that's it, because that's the only thing you can take with you into this fight.
The issue with agahnim is not only does taking away your items make the run pointless, but you're expected to learn an entirely new game to win. In most rogue-likes, even if the final boss deletes you instantly you can figure out what you did wrong in your run/build and do better next time. With Agahnim, nothing you do carries over so the run is just an obstacle preventing you from getting to the part where you have to learn how to play a different game.
Yeah, a real runkiller at the very end, very frustrating.
Dev said this fight will be re-worked, but yeah in its current state it can be very frustrating
Only heart containers matter in the end. Great.
Tip on Kinstones: Same color kinstones do stack. Max slots is always gonna be four( one of each color: Blue, Red, Green, Yellow)
I had no idea. Thanks man, that'll be good to know IF I do another run lol.
Man, I can KINDA see the vision with that final boss but honestly that much time sink, all to have whatever build I was working on just be null and void, feels so cheap. Loved the vid regardless tho, you fs deserve some more traction on here
It’s not that bad once you’re ready for it. The real game is getting there, losing items just makes sure everyone has almost the same experience on the final boss.
Thanks so much man. Yeah, I understand that the dev doesn't want you to steamroll through it with things like the cape, but I feel like there has to be another way. Like maybe make the fight longer so that everyone is EXPECTED to get as prepared as possible before hand. Then again I don't know how long the fight is now. @JasonBoyce to me that just makes the end boss feel disjointed from the rest of the game. It should be something the rest of the game prepares you for. As it stands, there's no way to practice the fight other than watching other people do it, so it's still "3 hours, then 30 seconds of hoping for the best". Again, I still really enjoyed it.
@@Mabbit_YL, the end boss is very easy. Watch mitchflowerpower vod, he beats it several times. Last boss is the easiest.
@@Mabbit_YL That's exactly my problem with the final fight, Mabbit. Roguelikes do have difficulty jumps, they can end your run out of nowhere, but they generally don't nullify your efforts to the degree that this one does. It's supposed to be a combination of how well you prepare, and how well you adapted to the gameplay, with one being able to compensate for the other. You kinda suck? Prepare more. You're really good? Don't have to prepare as much. That sort of thing. Here, it's just... rng (how many heart containers you find) and learning the fight, but with how many hours it takes to get a SINGLE attempt at the boss fight, it's just too damn demoralizing for me.
A shame you likely won't be back, it was awesome to watch you play, since you're actually really solid at LTTP gameplay, but I 100% understand your reasons for not returning.
The final boss should change dependent on your build. That would be best alternative. Like an added sequence/attack pattern if you have the cape, etc. the more you have, the more the final boss has. 1 for 1
I am convinced the dev intentionally trolled with the last boss. I watched the whole playthrough and was actually eager to play it. I love Link to the Past and rogue games like FTL so this game looked interesting to me. I will pass now after watching you play it. Thank you for taking the bullet for me and a lot others. I appreciate it. Entertaining playthrough though! New sub!
wait...if you like the game except for the last boss fight, you could still play and enjoy it... just DON'T do the last boss fight on purpose. Like, when you will reach the last room before the last boss, you could consider the game completed, so you have won anyway and you don't have to fight him 😊😉
I need more rupees… continues to walk past shrubs that you can chop down that could potentially drop rupees.
I don't think I was more blowed than that end boss fight. I did the same thing and sit at the continue screen for a solid 5 min. 😭😭
I just downloaded this yesterday and I completely agree with your thoughts at the end.
After three attempts, I made it all the way to Agahnim with gold sword, gold armor, gold shield and a full inventory of goodies just for it all to be taken away. I was looking forward to multiple runs but now I have zero interest.
I'm glad you got to enjoy it at least until that point lol. It's less so that I'm butthurt about losing, and more so how I lost. It would have felt fine if I was simply underprepared, but I felt blindsided instead. I'm just hoping the dev can find a happy medium, there seems to be a lot of discourse surrounding this fight.
His thoughts at the end are completely wrong. If you agree with them, you are wrong.
Cave tip, the numbers are clock directions on wall spots. 1st step is always 10(left wall top end). Directions on bombable walls:
1 = North right
2 = East top
3 = East middle
4 = East bottom
5 = South right
6 = South middle
7 = South left
8 = West bottom
9 = West middle
10 = West top
11 = North left
12 = North middle
I mean its a Cool Puzzle but the Hint was kind of Ass imo, liek I dont think alot of People will just think of a CLOCK then go using 10+ Bombs to find out in a Rogue liek game c:
Yeah, new homie in the stream let me know after I wasted all my bombs, which is what I asked for. I didn't want to base my run on things I didn't earn myself. Next time tho!
@Mabbit_YL Foolish pride, should have taken the guaranteed way to get all those chests. I sympathize with you on the final boss, though. I'd be livid.
@@nworder4life "wanting to earn it is foolish" based on your name, I'm fine disagreeing with you.
@Mabbit_YL epic fail, my username doesn't mean what you think. It's pro wrestling dude, an abbreviation.
Was really looking forward to trying this then saw what happened at the end and thought I better not.
My comment from VInesauce's upload still applies:
Listen, I'm not the dev for this project, and I can't make decisions for this dev. If the dev for this project really wants certain aspects of their game to be a certain way, then as long as it's well designed, and well, fun, then I say let them design it the way they want.
With all that being said, designing a game where one of the core aspects is to collect items that make it so that you can play the game and making it so you can't use said items for the final boss is objectively atrocious game design. One of the core aspects, hell, I'd say the main aspect that makes roguelikes as fun as they are is the item collecting, y'know, collecting things to make each subsequent run better?
I know Zelda isn't too familiar with roguelike design, and I also know their are some keen aspects to this project that define roguelikes that isn't being included, such as procedurally generated levels. If the dev wants to go out of their way to change some aspects to differentiate itself from other roguelikes, fair enough, but bitchslapping you at last second and making the whole game you played worthless because they didn't want you to use what you earned isn't good, it's very bad.
This project still has a load of potential, and if the dev is still making changes as we speak, then that's also promising. However, potential can't carry a game, the game needs to be able to carry itself, and making the whole game worthless because of that final boss just plain ruins it.
I've heard through the grapevine that the dev is adamant that the final boss is going to stay how it is, and if I have any suggestions for the dev of this project, it would be this:
Justin Bohemier, get your head out of your fucking ass and listen to people. The final boss for this project ruins it, and you being stubborn about it is only going to hurt your project in the long run. Do better.
I hope the dev never changes the final boss. Also nice essay scrub.
Vinesauce fans 🙄
@@Odvdldo02739 hi Justin Bohemier
A game isn't worthless just because of a boring final boss. This is the result of the entire roguelike genre, you like shit genres = you get shit games, it's not hard to understand.
Tryhard
Why is everyone in this reply chain such a piece of shit?
When you reach the rebel town, go to the secret room in the desert area, its between 2 cactuses (you gotta use a bomb)
Put 13 hours into this game and decided to just look up the final boss fight. Not gunna be playing it again lol
Why would devs troll player like that? What a bad idea
LMAO that final boss. The reaction said it all. What a joke
So I stumbled onto this video while at home sick and found myself cheering out loud when that heart container dropped. Thanks for the company! *subbed*
This has been very entertaining. Just had our first child and this was a good watch during these first few weeks.
Tip on Gems: Gems can mix drop. Best combo i found:
Green + White = Ring of Rupees(uses mana to make 10 rupees)
?Pink + Green = Potion to remove curses from chest.
in the manual you can see what combinations give what items, black + color gives pendants for example
There's a wide variety of rods to be had. Theres even one that turns enemies into rupees. Also, consumables like food, potions, or magic bottles can be used without having them in your inventory. Bombs and attack gems too. They all stack as well.
we are "CAPE-ing" this room
The letter quest is 100% needed, it can generate random from 125 to 250 rupees.
I would definitely take the letter over the kinstone piece, you will get enough money for at least one item
weird, I got 275 yesterday
@@texteo92 maybe up to 300 max
makes me feel even worse at dying at semi last boss knowing I got a lucky roll QQ
Such a KILLER run, that ending was bs🤧
Mr. Sparks (the energy force field blocking the final door to the boss) is the new Marauder Shields.
That ending... 😂😂😂
What better addition to a sensational game than a little bit of DRAMAA!
This game has so much potential. It needs to be longer to offset how immediately strong and tanky you get with all the upgrades you get so fast. You also need an option to sell your items to shops.and that final boss is absolute bull. The boss moveset is good and all but the fact that it takes away your items is unnecessary. The other bosses like lanmmola and armros knights could use a new moveset too.
If this is considered early access or a demo, then i can see. I dont like rougelikes but it definitely has potential to be something absolutely amazing and if this can be fully fleshed out, ill definitely be guving it a go.
Wish this game was longer, had ao much fun
Same, an endless mode would be sick.
@@Mabbit_YL an endless mode that goes through all the Boss fights of the og game would be cool.
Money wand works on chickens in the town to.
Fun Fact ALL kingstones Stack. Fun Fact: NEVER dissregard the letter take it with you EVERY time. You will loose 125-250 rupies If you do not take it. Fun Fact: Sarlacc Pit is a STAR WARS easter egg. of Return of the Jedi. Main lord has nothing to do with a lucas film easter egg. Deffinatly does not own starwars VI. FUN FACT: Zelda minish cap the rareity of kingstonesas follows. GREEN -> BLUE -> RED -> GOLD. @2:09:23 IT DOES matter what gems you use.
Tip on amulet: The yellow amulet is for wealth. You get more rupees(+1 for green rupee, +20% if it's 5 or more)
the half parts stack
Expectations subverted!!!!
He told you... Heal before going in
He was also being kind enough to not spoil. I made a decision based off what I thought was optimal, it just ended up being the wrong decision.
@@Mabbit_YL I think in the end, you have to throw those bombs at him to get your stuff back maybe?
@@Mabbit_YL Your thoughts lead you to make poor decisions. You need to listen to other people who can make good decisions instead of yourself (who makes bad ones)
Dev could make it so that final boss health scales with sword damage, keep tunic and shield upgrade but remove "op" items, this is just an idea
If he removes magic Guage to essentially remove magic items, up Ags stats, and make him a multi phase boss, it would probably even out the difficulty to where the player isn't feeling like he got completely rug pulled at the end.
I think the only method you can softlock in the game is going swordless and running out of bombs/arrows to kill a boss with. Even then, it's just you die and the run is over.
That's kinda the reason it's pointless to purchase keys. The dungeon has enough to open doors along the path it takes you. For a speedrun, they might be ok there.
game isn't quite 100% stable, there are bugs and softlock possibilities for sure
It’s an absolute troll! Ruins an otherwise nearly perfect roguelike.
Why don't you use the strafe feature?
I kinda forgot about it until somebody mentioned it. I've played a lot of alttp and it's hard to think of him having any other movements. Once I started using it I really liked it.
2:04:00
IT'S A CLOCK, theres 12 numbers on a clock. And the numbers correspond to where on each wall you would bomb!!
I was going to download this to play it but until the dev fix the last boss fight, it’s pointless
All these thousands of people complaining and threatening the dev hopefully doesn't have any negative impact on his mental wellbeing, like with cubeworld back then
@TCLG6x6 I think if you release your game to the public, you should be ready for some measure of critiques. Especially if it involves a well loved franchise. I have, however, seen some pretty nasty comments toward him. and unfortunately don't doubt that he's received threats. I wish people could understand that this is just a guy that tried to make something fun, and whether he succeeded or not according to them, their toxic attitudes aren't helping anybody. This is just one guy that made a game they probably enjoyed at least most of, and paid nothing for.
Such a good run and then that
2:39:31 This, with the right edits to let the audience know about the curse, would make a great YT short!
Lol forgot about that. And I can't believe I didn't call out the shape of the map.
Chat dude had to remind him he had an out with the heart conversion ring... on half a heart... You really should have lost that run before getting to the final boss... xD
People will start running curselockes on this roguelike from this one episode. Jeff choose the easiest 3 bosses of the franchise. Needs to have a random selection for the three boss liars besides Ag.
Yes, the bombs he creates are how damage him, but from a game devs perspective, that fight's design is ass, especially without any kind of warning. You want your player to want to have a difficult time, but even if he loses, you want him to think that if he tries hell be way better prepared next time. Trolling for a final boss while can be funny, it ruins the experience. Should make a multiphase that instead cancels or hinders the op items a bit instead of wiping everything you collected from an inventory management game. Maybe just remove your magic using items while upping the boss's difficulty tremedously to compensate for the heals/stat boosting items.
What a slimy curse.
In the end I suppose it was meaningless to check them, but you basically skipped 2 whole rooms in the middle of the Zora floor... why is that!?
This exact same thing happened to me. I find it to be a HORRIBLE endgame. 3 hours of prepping for 2 seconds of death. A horrible ending to an otherwise great game.
Those chests in the dwarven village probably need the hookshot, from back in the rebel village.
Not gonna spoil, but not exactly. Answer is in the vid. And sick name.
Scuffed as a mofo, lol
Pick up chickens for Profit;)
Letter can give you 125-250 coins not "JUST" 150.
Should of at least equipped compass then dropped it
The thing with roguelikes is that they're supposed to be hard, and they're supposed to be trial, error, and RNG based. While the creator said he threw this fight together as a means to surprise the player, and as much as it sucks to play through 2 hours of something, just to be upended with not being able to use anything you spent those 2 hours obtaining - the point of getting to the final boss in a roguelike is that the difficulty is supposed to be amped up in spite of all of the items you beefed yourself up with. And for a game like this, the best way to do that is to just nulify that aspect entirely, take it away, and pressure you to quickly figure it out. There are roguelikes that take dozens or even hundreds of hours to get to the point that you've defeated the final boss. The fact that after a 14-hour stream, you managed to finally do it, means the trial and error ultimately paid off. That Agahnim right is gutpunching the first couple times, but once you've had an opportunity to figure out how it works, it's almost the easiest part of the entire run. His patterns currently are very easy to figure out, and you can eventually do it without obtaining any extra heart containers outside of the other boss fights where you naturally receive one any time you beat them. Once you get over the surprise of getting wrecked your first couple of times facing Agahnim, it's just a fun game that you've learned the mechanics of, and can continue to have somewhat of a new, challenging experience any time you play. It's also perfect for speedrunning.
Let's go gambling 😂
Is… are… are you… is your name Adam?
might do better at combat if you don't hold down the run button until after enemies are killed
*Gets to puzzle in game
*Looks for a guide online
*Finds this video
*Follows steps
*Places bomb here 2:06:39
*Realises too late
*Ruins puzzle this run aswell from
Losing 1 bomb
*Curses Mabbits name to the heavens
great run! love your accent haha
Thanks, it's a mix of southern and dudebro lol
Have a sub for getting so far! 😊
I heard the dev got burnout or something. If he doesn't ever get around to changing it hopefully someone else can?
I'm guessing since the guy used Zeldas assets maybe there was only so much he could do to againhm and there was no way to make it a challenge AT ALL so long as you had even your sword?
I feel like dev must be trolling with the final boss but idk why he would. I know I was about to try the game out but I'll just pass if it's like that.
Where can i download i can't seem to find it, please help
Link in the description : ) @jamesputterlik225 no need to join the server, the download links are on the page, good looking out tho
That boss is bull crap.
OMG. Such a BS final boss. That truly sucks. Controller tossing RAGE. 🤨😱😡
I enjoyed the video but that ending was bullshit for you. Boss fight was ridiculous and unfair.
Is this a legitimate game
Rough
Is the valley girl accent intentional or do you just talk like that?
I started doing it ironically now I can't stop please help
I find it hilarious how brutal the final boss is. Most games IMO, final bosses are cakewalks, especially when you had the whole game to power up to the max and stockpile a huge inventory of everything. It's kinda nice to see a game go against the grain and literally take that all away PLUS being the hardest fight in the game. It is the final boss, after all.
The cherry on top is the sense of security the game lulls you into with a bunch of upgrades, many of which are pretty OP and even towns full of free items and zero enemies to hurt you all throughout your journey. Then the reality sinks in at the end when you are probably feeling the most comfortable the entire run. I'm sorry to say I enjoyed your misery at the end, lmao...
Noobs playing these games makes my day.not 1 person I've watched decided to try an pick up the stones while holding the same color. Lol
2 1337 4 me
This is just a poor design choice, that's the thing with a game designed by one developer
Wow...lol...sucks
I would have watched the whole vid but the snuffing your nose grossed me out. Sorry
You *WERE* extremely prepared for the Agahnim fight, but when it came to the actual fight (that you were familiar with the regular spell patterns) you just stood in place while a slow projectile headed to you and eventually damaged you, you picked up a bomb that was flashing about to explode and it exploded on you, and you ran into stationary spikes over and over. ALL OF THESE THINGS you should have learned not to do in the previous 12 floors.
Is it bad design to have a final boss that doesn't incorporate the items? Maybe, but that had nothing to do with you ramming into the spikes over and over. Dying so quickly with little time or opportunity to adapt is a flaw of roguelikes in general, who love having above-average to soul-crushing difficulty.
@@Milktube I have 100 subscribers. Spamming this channel with negative comments doesn't make you cool.
When you carry around a blue pendant for 6 floors that make you immune to spikes you build up a bad habit of ignoring them, Better imo NOT to use that pendant imo and train yourself up to avoiding stuff