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  • ...it still seems there are loads and loads of people who haven't seen the wiki or your guide who find Goo really hard.
    ...
    I don't know whether the people are actually finding Goo hard or they're just treating it like a H&S game, but based on those reviews above, well...

    They're likely treating it as a H&S game; not many people are even aware of the Roguelike sub-genré of RPGs; it's a very small genré outside of the ZombiU game on WiiU (though, I'd say Dark Souls would be a pretty good comparison, in terms of difficulty & perma-death.. actually, that does define Dark Souls as a Roguelike..hah).
    The learning curve for Roguelikes is very steep, which is an homage to old-school gaming difficulty levels.

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    • OK.  I'm sorry about my digressions, was talking about that ^_^ for improving the shop mechanism to make Goo less difficult.  I was just saying that people are finding Goo really hard but haven't seen the wiki.


      Oh, btw, I meant hack and slash in the context of "action" games. I actually didn't notice that it was turn-based and not real time when I first got the game. So basically I just kept tapping the enemy over and over until one of us died.

      The question I was bringing up was, you don't just walk up to Goo and tap it over and over and expect to win, (which is probably what all those people are doing) so the question is, is Goo actually that hard or is it just that the people are using the wrong approach for a turn based Roguelike?

      So if it's actually hard, we could add the shop.

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    • Shadow Automaton
      Shadow Automaton removed this reply because:
      Multi-posting; merged content of post with author's most previous post
      15:44, October 20, 2015
      This reply has been removed
    • (FYI:  You can actually edit your comments if you forget to add anything to it.)

      Ultimatecub wrote:
      Oh, btw, I meant hack and slash in the context of "action" games.

      I know; that's what I was referring to.

      I actually didn't notice that it was turn-based and not real time when I first got the game. So basically I just kept tapping the enemy over and over until one of us died.

      Probably an oversight of Watabou not to outright include the "turn-based" portion of the Roguelike's definition in the game's app store page.  But I'll gladly add it to the main page of our wiki.  =)

      ...so the question is, is Goo actually that hard, or is it just that the people are using the wrong approach for a turn based Roguelike?

      That's basically what I was saying; people are using the wrong approach towards Roguelikes, which are defined as turn-based games.  (No, Goo actually isn't that hard.)
      I believe that, once they figure out how the game works (i.e. Game Mechanisms), then they wouldn't have as much of a difficult time with it.
      Espcecially because that's how it was like for me when I first started playing PD; I had to readjust my approach, so that I could succeed, rather than keep dying.
      I had to learn how to manage the buffs & debuffs, and track the turns each action both the enemy & my Hero/ine takes.

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    • So I take it that Goo's not really that hard, it's just the people using the wrong approach (the slash slash slash slash slash "hit it over and over until it dies") so there's no need to make Goo easier with a new shop on depth 4?

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    • Ultimatecub wrote:
      ...so there's no need to make Goo easier with a new shop on depth 4?

      Solely to make the boss fight against Goo easier, no; no need.  Though the same can't be said for the following bosses (at least from a novice's perspective, anyways.  Though, IMO, Tengu's easier than Goo - easiest of the 5 bosses, actually).
      But there are certainly other, more pressing reasons, that would make having a Depth-4 Shop more beneficial than a Depth-6 Shop, which has already been discussed in my thread regarding the Shop.

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    • A FANDOM user
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