I generally err on the easy side myself (I don't have time for ballbusters anymore), but the issue with Star Allies' campaign and many of the other recent mainline Kirby titles is that they're not engaging.
This isn't something I would have ever said about Kirby's Adventure, because every level was unique and had solid progression in challenge and difficulty, but even more generally, there were quite a few enemies and minibosses that would deal pain if you didn't act quickly or approach carefully (blade knight, laser ball, flamer, Buggsy, Rolling Turtle), each enemy and miniboss had hard variants, and the level designers were not shy about throwing multiple different enemy types onto the same screen to trip the player up in the later levels.
You'd expect that this would be no different in a title like Star Allies (oftentime it closely follows level design principles of the old games), but in this game and every preceding one which uses the same engine, all of the enemies are much slower and have less reach, which makes it much easier to for players to just plow through them on auto-pilot. I feel like this is
slightly less of an issue with Star Allies if you're playing a solo character, but it's been a consistent theme ever since Return to Dreamland. I think the leniency of the healthbar also compounds on this; even if the player were to make a mistake, there's almost never any real consequence for this until you hit the bossrushes.
This all to say, I don't want a "hard mode", I just want Kirby platformers at their core to ask for some basic frontal lobe activity out of me.
Star Allies cannot be bad because it would mean that games made today are so good one like Star Allies is bad because of that
I actually don't know what you just said; please rephrase.
---------- Post added at 08:13 PM ---------- Previous post was at 08:02 PM ----------
I disagree with the first 3 points you made. Kirby Fighters 2, at its core, isn't like any other fighting game. It's literally doesn't feel like Smash Bros like a lot of people say, it's like other Kirby games except you're trying to off opposing Kirby's.
Moreover, there are non-final boss battles that do react to your attacks, but to argument's credit, they are very scarce. I don't have a problem with any of them though, although it's just recycled bosses they didn't screw any of them up and they're still enjoyable to fight. The "grinding" for additional content doesn't feel as though you are grinding exactly, the starter abilities are still a good selection and the battle ranking system won't really matter because you level up really quick as you play. The copy abilities are rewards, and I don't really grind for any of them. The lack of 1v1 in the online battle mode is very disappointing though. I also wish items could be disabled, but that's my whole take.
To be clear, what I meant was that Kirby Fighters 2 looks overly derivative off of HAL's previous releases, not off of other fighting games. I had played the first Kirby Fighters, and I thought it was a fun diversion and a neat "what-if" Kirby battle simulator. It just seems to me that HAL is recycling or upscaling a lot of assets from Fighters, Star Allies, and Super Kirby Clash, for an experience that's ultimately more or less the same as Kirby Fighters 1 at its core. Though I appreciate that it doesn't rely too heavy on milking the level up system for playtime, if that really is the case; I guess I should have figured it's roughly the same as Kirby Clash. It's just easy for me to see how conservative HAL has been with their designs for recent Kirby titles and feel slightly jaded.