I think the stages between bosses really needed something different each time. They feel like they might as well be the same thing. I stopped at Suisei's section wasn't hard, but it felt like it could have randomly hit with no recourse, so more getting lucky. I didn't see any actual pattern. The drops just didn't hit where my character was. I stopped at Fauna's section cause I didn't want to deal with enemies that were so fuzzy about what they actually do.
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Thanks for playing! Stages between bosses were not supposed to be the most exciting part to be honest, just a test of player skill via gradual increase in difficulty, while leading up to the boss. But I definitely could've cooked something up, some people below suggested really good ideas!
The Suisei stage is pure RNG, it's more about the player being able to react to a potential meteor, but no guarantee if it will ever fall directly upon them. I was expecting players to take note of any safe ground to fall onto, maybe even plan their building accordingly. Alternatively, they could take the risk and build directly up very fast but open themselves to potential danger.
Not gonna lie, don't get the Fauna complaint! The elephants fly left to right and wobble up and down at the same time. They destroy the blocks that you placed and also push you around. There is plenty of solid ground that they can not destroy, which operate as checkpoints to stick to while climbing. For people who struggle, there is an easy difficulty option at the start of the game, which I tried to make as forgiving as possible! But I understand if it is too frustrating to play, I myself have not beaten some of the games in this jam either :D
It's not that the game was frustrating. It just didn't engage me enough to bother. The reason I said "fuzzy" is that the elephants never seemed to hit the same spots relative to their visual, so I couldn't tell which blocks would get destroyed, nor how close they'd have to be to shove my character. Combine that with paths not appearing consistent, and that makes it awkward to plan around.
Dang I guess I made the game too boring then lmao! If I start implementing changes after the jam, I'll think about fiddling with the elephants and check what's wrong their hitboxes. They also have RNG on the spawning position, which makes them very unpredictable. Maybe I'll remove that for the easy mode, make them always fly in a set pattern across the screen every time!