DitchWad
Son of a ditch.
How do you think a boss that has an unpredictable pattern and a near-impossible avoidance measure is good game design? I mean, the bookshelf jumping thing in Act 2 was god awful for how easy it is to fudge up, but to make a boss that's near impossible is going to far. At least make some sort of warning that it'll change patterns and space out the mace balls, because most of the time it's so damn picky.
Just a recommendation, but seriously, as Sonic, I can't pass this area, and it's actually harder with Tails because you have to jump to the boss, which can seriously give unpredictable results.
Just a recommendation, but seriously, as Sonic, I can't pass this area, and it's actually harder with Tails because you have to jump to the boss, which can seriously give unpredictable results.