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 Your thoughts on RKS' difficulty.

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Superjustinbros
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PostSubject: Your thoughts on RKS' difficulty.   Tue Feb 16, 2010 5:07 pm

Hey everyone. I would like to hear your thoughts about how easy or hard the first Rosenkreuzstilette is.

I find it to be quite difficult myself.
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Puistink/ShivaDF

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PostSubject: Re: Your thoughts on RKS' difficulty.   Tue Feb 16, 2010 7:16 pm

I find it not too difficult, but that is after you learn every pattern of every boss.
However, even as Spiritia I have a lot of trouble bustering Iris.
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PostSubject: Re: Your thoughts on RKS' difficulty.   Wed Feb 17, 2010 5:05 am

Well, the first one is on the same level of difficulty than most of Megaman games, in my opinion. MM2 and 3, and the Zero series, are a lot harder...
Not to mention some hacks like Rockman no Constancy or Exhaust, which was like hell in Hard Mode.

The Grolla mode sure is a lot more of a challenge, I spent some time just to pass throught the Cross Wall, and the Iris Machine quite surprised me too.

I discovered the game just after finishing Megamari, on a Megamari discussion thread... So after that one, RKS seemed quite a lot easier. It's still a challenge for players who are not accustomed to the Megaman series and hacks, of course.

The first web trial of RKSF was very promising, before the latest updates, about the idficulty level. It was a lot harder, and these few levels were more of a challenge, I hope an hard mode is still planned for the final game I love you
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PostSubject: Re: Your thoughts on RKS' difficulty.   Wed Feb 17, 2010 9:23 am

Damn easy once you have the patterns memorized.
I love that style of difficulty, even though Freudenstachel took that a little too far at first.
Well, I hope all stages will be as good as Sichtes.


Last edited by Dr. Robotnik on Wed Feb 17, 2010 10:16 am; edited 1 time in total
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PostSubject: Re: Your thoughts on RKS' difficulty.   Wed Feb 17, 2010 10:06 am

Personally, I thought that RKS's difficulty level was just right for an appetizer.

Back when DekuKirby introduced me to the doujin gaming scene, MegaMari and RKS were among the first titles I checked out. I tried MegaMari first and made slow but steady progress through the game, but eventually gave up when I kept getting my ass handed to me in the first Patchouli stage. I decided to check out RKS instead, and immediately appreciated the game's more balanced difficulty curve. As with all Megaman games, it took me some time to learn stage layouts and boss attack patterns, but nothing struck me as particularly tough. Simply put, RKS was fun to play (compared to the masochistic experience I had while playing MegaMari).

Grollschwert, on the other hand, was horribly unbalanced. The original "unlock" message says exactly that (I just reworded the warning to reflect the Japanese Content Advisory labels that it parodied). Originally, Grollschwert's "Charge Saber" could only be used whenever Grolla's vitality was at 50% or less, making Luste's stage practically impossible to finish (you can't reach most of the enemies in the final stretch). We're lucky Isemiya decided to make a slightly nerfed version of the move a regular attack...

Anyway, the only parts in Grolla's game I had any major problems with were the Cross Wall and the Boss Rush / Iris Machine. Grolla's mobility and attack power make you feel like a complete badass, but her low defense guarantees that you'll become well-acquainted with the Game Over screen. Iris Stage III plays much like The True Arena in Kirby Super Star Ultra thanks to the limited healing opportunities. I'm not ashamed to admit that I've legitimately completed Grollschwert a grand total of once -- I'm just damned glad I learned about TSearch before I started playtesting Grolla's game.

That said, I'm happy that Freudenstachel has raised the bar. The original was just taxing enough to challenge players as they learned the ropes if they weren't already Megaman fans. Now that everyone's warmed up, upping the difficulty seems like the natural thing to do. I'll admit that Isemiya went a little overboard with Schwer's new stage, but that's just a WIP version of the level (Sichte's stage became easier in the latest version of the demo, so we can't make any solid judgements just yet).

I have no idea what kind of bonus modes would be included in the Freudenstachel. Making a Tia or Grolla mode wouldn't be hard at all (and if there aren't any, we can always mod Freudenstachel to run on the RKS engine...). Playable Doris, maybe?


Last edited by TDOMMX on Thu Feb 18, 2010 7:42 am; edited 1 time in total
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PostSubject: Re: Your thoughts on RKS' difficulty.   Wed Feb 17, 2010 3:08 pm

TDOMMX wrote:
I have no idea what kind of bonus modes would be included in the Freudenstachel. Making a Tia or Grolla mode wouldn't be hard at all (and if there aren't any, we can always mod Freudenstachel to run on the RKS engine...). Playable Doris, maybe?

I would be happy if Doris/Dolis was a playable character, but a Tia or Grolla mode would be alright as well.

However, I highly bet Sichte will get her own mode in Freudenstachel, since she's Grolla's friend, just like with Spiritia and Freudia. My money's also on the Dark Magi members, mostly Pamela and Eifer.
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PostSubject: Re: Your thoughts on RKS' difficulty.   Wed Feb 17, 2010 4:18 pm

Superjustinbros wrote:
However, I highly bet Sichte will get her own mode in Freudenstachel, since she's Grolla's friend, just like with Spiritia and Freudia.

Unless the mod already recreates the game and makes it more Viewtiful Joe Style, (You know, fun time puzzles and beating enemies with your awesome time powers.) I think it would be a better idea to do an standalone game focusing on her.
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PostSubject: Re: Your thoughts on RKS' difficulty.   Wed Feb 17, 2010 4:34 pm

Dr. Robotnik wrote:
Unless the mod already recreates the game and makes it more Viewtiful Joe Style, (You know, fun time puzzles and beating enemies with your awesome time powers.) I think it would be a better idea to do an standalone game focusing on her.

Hmm... Rosenkreuzstilette ~Die geplante Zukunft~. I like it.
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PostSubject: Re: Your thoughts on RKS' difficulty.   Wed Feb 17, 2010 5:08 pm

I would love a playable Eifer...
However I believe Pamela will be playable, because she seems similar to Grolla.
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PostSubject: Re: Your thoughts on RKS' difficulty.   Wed Feb 17, 2010 6:13 pm

Puistink/ShivaDF wrote:
I would love a playable Eifer...
However I believe Pamela will be playable, because she seems similar to Grolla.

Well, if Pamela were to be playable, wouldn't the game be too easy thanks to her Weißsilber's somewhat intense power? Well, they'd possibly cut down it's power if they were to make a Pamela sub-mode.

But yea, a playable Eifer seems like the way to go, given how she appeared in the game's prologue stage.

Well, we'll have to wait until August before we find out for ourselves. It's probably going to be either Dolis, Pamela, or Eifer. Smile
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PostSubject: Re: Your thoughts on RKS' difficulty.   Thu Feb 18, 2010 5:30 am

If I could choose between them, that would be an Eifer mode... I'd love that, cat's eyes forever.

Pamela is a sword user, if Isemiya wants to redo some "Zero-clone" mode, she would perfectly fits the description...

And remember Grolla was quite nerfed in Grollschwert mode, with her low defense and loss of moves, so Pamela's "immense power" makes no problem.

TDOMMX> Once is already enough, most of players unaware of Megaman-based doujin games probably haven't passed the first Sepperin's fortress stage...
I may have cleared 2 or 3 times if I remember, I wanted to replay it when the translation patch was released. This translation brought a nice replay value... Cool
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PostSubject: Re: Your thoughts on RKS' difficulty.   Mon Jan 10, 2011 3:42 pm

The bosses seems to be very difficult on your first attempt, but once you memorize the patterns, they are hardly challenging.

If you compare it to megamari's bosses at least, you can see the difficult abyss that sepparates them.

But RKSF received a considerable difficult upgrade, even the stages. I just can't wait to see the new patterns of the other bosses, especially Schwer. Because she was slow as HELL on RKS. Hopefully she gets a nice improvement to make her a challenging boss.
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PostSubject: Re: Your thoughts on RKS' difficulty.   Mon Jun 27, 2011 4:09 am

RKS not so difficult as it seems at first. IMO it isn't more difficult than Megaman games on NES (though they are considered as difficult). Grolla mode is more hardcore but it because of bad balance at some levels.
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