This review is positive because I really love the game, I love the level design, I love the movement, hell, I even love the difficulty curve, something many people have complained about in several reviews. Going into it, I was excited to try something new and fresh, hoping that I would enjoy the difficulty, and I really did for the most part. However this game greatly struggles. Where the levels excel at making me feel arrogant and like any time anything goes wrong it's my fault, I can not say the same about the boss fights. As much as I absolutely love everything about this game, it pains me to say that the boss fights are *genuinely* horrible. During Act 1 they are for the most part fine, if a bit annoying at times with how poorly it feels they are telegraphed. It wasn't a hindrance, but it certainly felt a bit annoying at times. The problem really ramps up in Act 2. While Kiri's moveset is complicated and interesting all in ways I think make it appealing, fighting against it is contrived in ways I can't even begin to describe. The lack of telegraphing shines here the most, making it an absolute nightmare to attempt to predict the movement patterns that will be used. The boss fights at this point feel so poorly designed that it almost feels like an attempt at violating every possible rule of game design. It feels like they would be perfectly fine if the game decided to place an emphasis on any possible point of the boss fight. A boss can have bad frame data, so long as it's learnable and predictable, or a boss can have unpredictability so long as the player can always intuit what they're going to do in enough time. It feels like the moves are perfectly set up to be counter-attacked, and counter-attacking leaves you vulnerable because the move set can be complicated to control and reward fast thinking, which is great on paper, when it's possible to actually predict what move is going to be used. I cannot stress this enough, it is the only part of this game that made me think twice about it, I would have rather had boring and bland boss fights than boss fights that made me actively resent playing them and soured my otherwise great experience with the levels of this game. I personally think this game was designed amazingly, and I loved every other aspect of it, which is why I'm especially hard on this aspect of the game. Trying to make every aspect of the boss fight hard means that it's practically impossible to counter the boss, use any strategy or try to learn them. Bosses are meant to be a song and dance, a call and response, where the player should learn their patterns and adapt to them whether on the fly or through trial and error, but the boss fights of this game never felt like they gave the player an opportunity to learn, just that they had to be done enough times until the player was lucky. What makes counter attacking feel particularly frustrating is that when there's an almost clear counter to a move, the player can still immediately die to an attack not telegraphed properly. Preforming a move is a high risk action in that sense, but voiding the process of learning makes it feel completely unsatisfactory. The telegraphing could easily be fixed by making the earlier frames of some attacks not have a hit box, adding an animation for the bosses when they're about to end their stun time, and otherwise being a lot more forgiving with the player being near the bosses while the boss is hurt. It doesn't make sense to attack the boss and immediately die as a reward for being able to strike properly considering how much of a rarity that is. Additionally, since Kiri is meant to be a more risk-reward character, starting with 1 HP, it should be made abundantly clear to the player when they are able to get hurt. There should never be doubt in a player's mind about whether or not something is going to kill them if they go for it. In my experience, I would attempt to counter the bosses in some way, by uppercutting or jumping at the right moments to attempt to evade them, only to have them immediately shift gears and do the same to me. It was frustrating to have started an attack first, and have been hit regardless of who struck first. I understand that a lot of the challenge in these kinds of things comes from the player having a disadvantage to overcome, but paired with the fact the moves can sometimes lock you into doing them until they're finished, it felt unfair to die over and over just because the moment I initiated a move the boss was vulnerable and there wasn't much in the way of letting me know that they weren't going to be. There's a delicate balance to proper difficulty, not every aspect can or should be cranked up to its max, and it really feels like the bosses were, once again, designed to be as "hard as possible," with no consideration of whether or not they were fun. Overcoming difficulty is not fun or satisfying when it's due to pure luck, it leaves you feeling hollow and empty, and like you cheated just because you did it enough times to get lucky. What emphasizes that sense of satisfaction is progress and learning. Each fight should have had an emphasis on a new move as opposed to the old moveset, with the final fight combining them. Each fight giving the player the opportunity to learn that specific move, then testing them at the end with all that they learned. My pretentious thoughts on game design aside, I really loved this game. I loved the characters, I loved the story, I loved the gameplay and I loved the level design (even if it was sometimes rough around the edges). I love the replayability, I love that this is a game that was clearly made by a programmer given the amount of love put into the scripting system and the fact it was made in its own engine using FNA as a framework (to my understanding). Many games like these fall into the trap of being perfectly extensible and fun, but not being very well designed. I don't think Kitsune Tails is that, I think it's a great base, invokes a great sense of inspiration and has its own ruleset, which I greatly appreciate because those limitations breed creativity. It's clear that there was love put into those elements and I want to appreciate them greatly because it's rare for a game to be a "programmer game" and a well designed game at the same time, but I really wish more thought went into the boss fights.
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