Generally I prefer having health bars too but since this game is more on the easier side I feel like not having health bars added some difficulty to it
@@chobijas I don't know... you could call me a health bar-addict xD.. I really enjoy when games provide you with this feature, as it kind of 'juices up' the hits you make, and lets you kind of "feel" them better giving you a lot of feedback of how impactful they are and/or how durable the enemy you're battling is. Granted, knowing how close an enemy is to being defeated does give you a bit of an advantage as when they are near-death and you know you're a single hit away from taking them down, you can just rush and swing into their slow but powerful attack - something you normally wouldn't do if you had no clue how close the enemy is to dying.. or as they get to half HP you can anticipate them switching attack patterns etc.. But I think the trade-off is more harmful for the overall enjoyment factor.. I believe there are far better options to spice up the game's difficulty than this method.
In a way they still do, just not in a traditional way. We can tell how close they're to dying by the different phases and the cracking of their bodies. Tbh I like it when games try new things and don't always stick to the same old formulas. :Z
@@DISCO-munication Of course. I mean, granted - there are other ways to indicate damage, by making enemy flash or change appearance as they are getting damaged... but in some games it's a borderline sin. The prime example for me was the Wizard of Legend game. The game looks amazing... no doubts about that.. but regular enemies have zero indicators of how damaged they are.. so when you pop out a combo with a BUNCH of damage numbers flying around like 231525456... it feels.... lackluster. May as well have replaced those numbers with "crack" "bong" "pow" "oof" because they're pretty much meaningless. There's no way you can "calculate" how much more points you need to deal, so when a new bulky enemy appears and you're wailing on him like crazy but he isn't dying... throughout the whole ordeal you're thinking "am I even doing decent damage on it? are my spells weak? does this enemy have ridiculous hp? or is it the defense?" you really CAN'T tell how much of an impact you're making, and then... you start unleashing a combo and it just.... dies all of a sudden. Extremely dissatisfactory experience for me. Had I been able to see his health going down, and then saving up a strong finisher spell to unleash when he's near death, I guarantee you it would produce a way more satisfying and enjoyable effect of defeating your foes. But alas... At least this game doesn't mock you with damage numbers and makes you keep guessing if those numbers are good or not.
Ahh I really hate when in games like these bosses don't have a health bar... really takes away from the satisfaction factor.
Generally I prefer having health bars too but since this game is more on the easier side I feel like not having health bars added some difficulty to it
@@chobijas I don't know... you could call me a health bar-addict xD.. I really enjoy when games provide you with this feature, as it kind of 'juices up' the hits you make, and lets you kind of "feel" them better giving you a lot of feedback of how impactful they are and/or how durable the enemy you're battling is.
Granted, knowing how close an enemy is to being defeated does give you a bit of an advantage as when they are near-death and you know you're a single hit away from taking them down, you can just rush and swing into their slow but powerful attack - something you normally wouldn't do if you had no clue how close the enemy is to dying.. or as they get to half HP you can anticipate them switching attack patterns etc..
But I think the trade-off is more harmful for the overall enjoyment factor.. I believe there are far better options to spice up the game's difficulty than this method.
In a way they still do, just not in a traditional way. We can tell how close they're to dying by the different phases and the cracking of their bodies. Tbh I like it when games try new things and don't always stick to the same old formulas. :Z
@@DISCO-munication Of course. I mean, granted - there are other ways to indicate damage, by making enemy flash or change appearance as they are getting damaged... but in some games it's a borderline sin.
The prime example for me was the Wizard of Legend game.
The game looks amazing... no doubts about that.. but regular enemies have zero indicators of how damaged they are.. so when you pop out a combo with a BUNCH of damage numbers flying around like 231525456... it feels.... lackluster.
May as well have replaced those numbers with "crack" "bong" "pow" "oof" because they're pretty much meaningless. There's no way you can "calculate" how much more points you need to deal, so when a new bulky enemy appears and you're wailing on him like crazy but he isn't dying... throughout the whole ordeal you're thinking "am I even doing decent damage on it? are my spells weak? does this enemy have ridiculous hp? or is it the defense?" you really CAN'T tell how much of an impact you're making, and then... you start unleashing a combo and it just.... dies all of a sudden.
Extremely dissatisfactory experience for me. Had I been able to see his health going down, and then saving up a strong finisher spell to unleash when he's near death, I guarantee you it would produce a way more satisfying and enjoyable effect of defeating your foes.
But alas...
At least this game doesn't mock you with damage numbers and makes you keep guessing if those numbers are good or not.
👍