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TopicThe Definitive Ranking Of All The Cuphead Bosses
Suprak the Stud
10/19/18 3:03:58 PM
#14:


That actually wraps up the "eh I'm kinda bored" tier because this next batch of bosses I like a decent amount better. In fact, pretty much everything from here on out is fun. Jeez its like Cuphead is a good game or something.

Plop Tier
19. Goopy Le Grande

Listening To Someone Tell You About Their Fantasy Team Tier
18. Hilda Berg
17. The Root Pack

Which brings us to...

#16: Djimmi The Great
Difficulty:
6/10
Design: 3/10
Fun Factor: 4/10

This is a huge step up from the last plane battle, and you at least get flashes of the better plane fights at the end of the game. Of the fights I talked about so far, it is really the first one that gives you multiple things to focus on in earnest, which occurs during the fourth phase of the fight. The genie both throws out his hat (which fires bullets) and summons a puppet (which fires energy blasts) and you're forced to move back and forth, dodging both incoming projectiles. It is parts like this that the game really shines for me, when I'm juggling like three different things and barely paying attention to whether my bullets are actually hitting him or not.

There is also that fun amount of randomness in the battle, particularly in the first fight when the attack he uses is completely random. Will he summon swords, giving you pretty much a free pass to the next phase of the fight or is he going to summon those DAMN CATS again which are particularly a headache on expert difficulty. I like it when enemies have a random element to their attacks like this, because it makes them significantly more interesting to fight on subsequent playthroughs.

Part of the issue here is this is a boss of middling difficulty and middling design, so it doesn't really excel at anything. It is challenging enough, but he was the easiest (for me) of the second island bosses and while all of the phases were fine there weren't any that were particularly fun except the fourth one.

Another annoyance is the pseudo-autoscroller after the first stage. There are a bunch of pillars you have to fly through by destroying the face portions, and it really slows down the fight to a crawl. The first phase is pretty easy while the last couple might take a couple tries to get used to, which means you'll have to repeat this autoscroller several times while you're learning the boss. This is the only fight like this in the entire game, where there's a portion you just have to get through some obstacles before getting back to the fight, and it doesn't work too well with the pace you get from the other fights.

On top of this, I'm just not crazy about the design. The level feels lifeless compared to some of the other levels, and this might be a bit of a complaint that not too many others share but I always loved it when there was something else going on. Other levels felt alive, with either background characters or small little enemy support units like fish or bees, but here everything is pretty much just the genie. The level feels a bit sterile because of it, and the background is probably the ugliest in the entire game. The genie himself is "fine" but I would certainly put him on the lower end in terms of creativity and design. There are some good ideas here for the various phases, and I particularly like when he gets all HUGE and PHENOMENAL COSMIC POWER at the very end, but so many bosses in this game are so cleverly designed that "pretty cool" almost feels like a let down.
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