A Hat in Time

A Hat in Time

Hyper Mafia Boss (v1.4.1)
Some suggestions/critiques about the new update.
Before I say anything, let me get this out of the way. I love this mod, one of my favorite modded bosses and really a true challenge to master.

That being said, there's three things I think should be looked at.

One: The thunderstorm attack. It just doesn't work imo, it's far too hard to see a pattern in and the sparks have just enough variability that you can't really be consistently safe. It's also too long, I thought the mod was broken until I actually got to the end.

Two: When he first does the snatcher beams, the damage hitbox stays on the beams long enough that you cna become trapped with no option but to try and dive towards the beam taht's going off, only to be damaged when the attack should be over. During the third phase they go off so quickly that this isn't a problem.

Three, and this is more general: He gives you almost no time to hit him during the spin attack once he's dizzy, especially with the 3 in a row pattern of sandbags which forces you to one side, if he gets dizzy over the other side from you, you'll never get there in time. I think it's not fair to force players to equip either brewing hat or the lazer badge just to hit him.

Also, I personally have yet to find a way to avoid the sparks in the sudden death phase, and have to cheese it with either time stop or ice hat, which is rather anticlimactic.

These are just my thoughts, again I really do love this mod, and most of these new changes are great, I really like the BG change during phase 2. Hopefully this comes off as constructive criticism and not just me complaining.
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Showing 1-4 of 4 comments
SuperInkLink  [developer] 13 May, 2020 @ 1:37pm 
Hmm I extended the vulnerability period on the spin attack slightly, and I thought it was fine enough, but I'll extend it a little more whenever I decide to give this another update.

Thunderstorm attack wise, yeah, I'll probably also cut it by a cycle or two. However, the sparks are purposefully varied enough so there's no permanent safe spots. Reacting fast is the key to it, and it is completely master-able in my experience.

Snatcher beam attack: The best strategy is to trick HMB to jump in spots that benefit you the most. If you're reaching the edge, DO NOT get yourself into a corner, and jump right as the previous beam finishes. The windup on a beam after he lands is lenient enough so a dash'll get you to safety. Just watch out for waves.

Final phase needs work, yeah. I built it off the thunderstorm attack, but I'll adjust it slightly so it's manageable.
Last edited by SuperInkLink; 13 May, 2020 @ 1:39pm
SuperInkLink  [developer] 20 May, 2020 @ 5:56pm 
Fixed a good amount of issues listed here in the new patch. Spin attack's been given a slight increase in vulnerability, thunderstorm's duration cut by 40%, and final phase has been given more spacing.
~A Camt in Time~ 21 May, 2020 @ 5:58pm 
This is much more balanced and fair, I have no complaints! I can now do the whole thing without needing to equip the laser badge. I dunno how hard this would be, but it'd be neat if the audience could occasionally comment on the fight, maybe give you encouragement or some such. I remember you said you wanted to do more with the BG to make the place more unique, so that's just an idea.
SuperInkLink  [developer] 21 May, 2020 @ 7:23pm 
Yeah planning another stage transition between phases 2 and 3, and maybe some cheering and stuff from the audience. I'm kinda slow at modding, though, so it may take a while. XD
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Showing 1-4 of 4 comments
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