cato wrote:
This is one of the reasons we’re changing the bat graphics, the fact that few players have tried spinjumping on them is a clear conveyance failure on our part. And the mushrooms’ movement is because of the modern reserve items library, but fair point, I’ll see about overriding their movement during the wind segments to make them easier to grab. I can see about making the laser a bit shorter too.
deice wrote:
Hey, there’s no need to get all gatekeepy. The final boss isn’t meant to “filter” players, it’s just a difficulty spike from some design and balancing issues that I wasn’t able to get player feedback on before the episode was released. As it is 1.2.0 will bring a lot of small changes to the fight that hopefully add up to making it feel a lot more fun and fair to the players having trouble with it.
As for Osoroshi’s name, we did consider changing it when we were reworking his character, but in the end it felt wrong to do so; despite his new backstory and how he’s built up in the first two cutscenes, he’s not meant to be 100% serious and I tried to lean into the campiness a bit with his animations and other details in the fight. He’s a mighty and dangerous djinn, but he’s also a huge overdramatic dork who gets increasingly visibly frustrated by having his all-powerful smokey butt handed to him by some plumber guy.
In my opinion, his name literally being the Japanese word for terrible/awful/vile/etc seems in line with that silliness, and aside from that… it’d be like renaming Foroze.